Hi everyone,
For the past few months, I’ve been working solo on Metropolygonia, a browser-based procedural generator for 3D buildings and city layouts.
The project is fully procedural rather than AI-generated. Buildings are created using parameters and architectural rules, so you can control things like real-world dimensions, floor count, façade layout, windows, balconies, roofs and basic interiors. Seeds introduce variation, but the same parameters and seed always recreate the same result.
Generated buildings can be exported as GLB, glTF, OBJ or STL and imported into Unreal Engine or Blender. The exported model is divided into logical parts rather than being merged into one mesh, and the geometry is UV unwrapped so materials can be replaced after import.
I’m currently testing the workflow with Unreal Engine and focusing on cleaner topology, materials, collisions, LODs, optimization and support for custom modular assets.
The beta is currently free to use for non-commercial projects: Procedural 3D Building & City Generator | Metropolygonia





