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metaverseDubai/TASKS/phase2_tasks.md

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# Phase 2 Tasks - Environment Production (Days 15-45)
## Week 3: Procedural City Generation (Days 15-22)
### PCG System Setup
- [ ] Research PCG framework capabilities
- [ ] Create PCG_BuildingPlacement graph
- [ ] Define building placement rules
- [ ] Create PCG_RoadProps graph
- [ ] Define road prop placement rules (lamp posts, barriers, etc.)
- [ ] Create PCG_Vegetation graph
- [ ] Define vegetation placement rules
- [ ] Test PCG graphs in blockout
- [ ] Iterate on placement rules
- [ ] Document PCG workflow
### Houdini Integration
- [ ] Install Houdini (if not already installed)
- [ ] Install Houdini Engine plugin in UE5
- [ ] Create building_generator.hda
- [ ] Set up modular building parameters
- [ ] Create road_network.hda
- [ ] Create terrain_sculpt.hda
- [ ] Test HDA import to UE5
- [ ] Document Houdini workflow
### Procedural Population
- [ ] Generate LOD1-LOD3 building proxies
- [ ] Populate blockout with PCG buildings
- [ ] Place road props procedurally
- [ ] Place vegetation procedurally
- [ ] Validate 60-70% building coverage
- [ ] Test performance with procedural content
- [ ] Optimize PCG graphs if needed
### Documentation
- [ ] Document PCG workflow
- [ ] Document Houdini pipeline
- [ ] Create PCG graph documentation
- [ ] Create progress report (week3_report.md)
## Week 4: Hero Landmark Modeling + Texturing (Days 22-29)
### Cayan Tower Modeling
- [ ] Gather reference images of Cayan Tower
- [ ] Create high-poly model in Blender/Maya
- [ ] Model main structure (twisted tower)
- [ ] Model architectural details
- [ ] Create UV layout (UDIM workflow)
- [ ] Validate model accuracy
- [ ] Export model for texturing
### Texturing
- [ ] Set up Substance Painter project
- [ ] Create 8K texture sets (Base Color, Normal, Roughness, Metallic, AO)
- [ ] Create glass material textures
- [ ] Create chrome/stainless steel textures
- [ ] Create emissive/neon textures (if needed)
- [ ] Create Arabic calligraphy textures (if needed)
- [ ] Export textures (8K, UDIM)
- [ ] Validate texture quality
### Material Creation
- [ ] Import textures to Unreal
- [ ] Create M_Glass_8K material
- [ ] Create M_Chrome_8K material
- [ ] Create M_Emissive_Neon material (if needed)
- [ ] Create M_Calligraphy material (if needed)
- [ ] Create material instances for variations
- [ ] Test materials in level
### Nanite Import
- [ ] Import high-poly model to Unreal
- [ ] Enable Nanite on mesh
- [ ] Assign materials
- [ ] Test Nanite rendering
- [ ] Validate visual quality
- [ ] Test performance
- [ ] Place in level and test lighting
### Documentation
- [ ] Document hero asset specifications
- [ ] Document texturing workflow
- [ ] Create progress report (week4_report.md)
## Week 5: Detailed Architecture + Materials (Days 29-36)
### Primary Building Modeling
- [ ] Model Building 01 (Marina residential)
- [ ] Model Building 02 (Marina residential)
- [ ] Model Building 03-10 (continue modeling)
- [ ] Model Building 11-20 (continue modeling)
- [ ] Model Building 21-30 (continue modeling)
- [ ] Model Building 31-40 (if needed, continue)
- [ ] Create UV layouts for all buildings
- [ ] Validate model quality and consistency
### Material Library Creation
- [ ] Create M_Concrete_4K material
- [ ] Create M_Glass_Window_4K material
- [ ] Create M_Metal_Facade_4K material
- [ ] Create M_Dust_Accumulation decal material
- [ ] Create M_Neon_Signage material
- [ ] Create material instances for variations
- [ ] Document material library
### Texturing Primary Buildings
- [ ] Texture Building 01 (4K texture set)
- [ ] Texture Building 02 (4K texture set)
- [ ] Continue texturing buildings 03-40
- [ ] Apply materials to buildings
- [ ] Create material variations
- [ ] Validate texture quality
### Shader Variations
- [ ] Create MFX_HeatHaze shader
- [ ] Create MFX_Fingerprint shader
- [ ] Create MFX_Weathering shader
- [ ] Test shader effects in level
- [ ] Apply shaders where appropriate
### Global Decal Pass
- [ ] Create weathering decals
- [ ] Create crack decals
- [ ] Create signage decals
- [ ] Create BP_DecalPlacer blueprint
- [ ] Apply decals to buildings
- [ ] Validate decal placement
### Documentation
- [ ] Document building pipeline
- [ ] Document material library
- [ ] Update asset tracking spreadsheet
- [ ] Create progress report (week5_report.md)
## Deliverables Checklist
### Week 3 Deliverables
- [ ] PCG graphs created and working
- [ ] Houdini HDAs created (if using)
- [ ] Blockout populated (60-70% buildings)
- [ ] Procedural workflow documented
### Week 4 Deliverables
- [ ] Cayan Tower model complete
- [ ] 8K textures created
- [ ] Materials created and assigned
- [ ] Hero asset in UE5 and working
### Week 5 Deliverables
- [ ] 20-40 primary buildings modeled
- [ ] Material library complete
- [ ] 70-80% buildings at production detail
- [ ] Shader variations created
- [ ] Decals applied
## Notes
- Week 3: Focus on getting procedural system working - can iterate later
- Week 4: Hero asset is critical - allocate sufficient time and resources
- Week 5: Prioritize quality over quantity - better to have fewer high-quality buildings
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**Status**: Pending
**Last Updated**: [Current Date]