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