Along with the city assets we also wanted to create a small subset of residential structures that we could use to fill out our suburbs in the map. Again I had to focus on having a very limited amount of assets to reduce our overhead. Using a similar but more specific approach compared to the city, I came up with a base set of four houses, created a single interior for each one, made additional exterior pieces for variety and then made the modular interior wall pieces that worked on a grid.
Like the city, color maps for the residential area were created greyscale and then colorized randomly during runtime with a gradient map.
These also use our shader tech that randomizes the color and material of each placement of a mesh to maximize variety while not utilizing a wide assortment of meshes.