chore: commit untracked UE/scaffold files (repo cleanup triage 20260707)

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Dubai Metaverse Team
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# Asset List Review Summary
## Review Date: 2024-11-21
## Overview
Comprehensive review of asset requirements for Dubai Metaverse project based on `docs/assets/ASSET_LIST.md`.
## Asset Tiers Summary
### Tier 1: Hero Assets (Highest Priority)
**Count:** 1-2 assets
**Quality:** 8K textures, Nanite meshes, maximum detail
#### Hero Landmark: Cayan Tower
- **SM_Hero_CayanTower_Main** - Main structure (Nanite)
- **SM_Hero_CayanTower_Details** - Architectural details (Nanite)
- **M_Hero_CayanTower_Glass** - Glass material (8K)
- **M_Hero_CayanTower_Chrome** - Chrome material (8K)
- **T_Hero_CayanTower_BaseColor_8K** - Base color texture (8K, UDIM)
- **T_Hero_CayanTower_Normal_8K** - Normal map (8K, UDIM)
- **T_Hero_CayanTower_Roughness_8K** - Roughness map (8K, UDIM)
- **T_Hero_CayanTower_Metallic_8K** - Metallic map (8K, UDIM)
**Status:** Not Started
**Priority:** CRITICAL
**Estimated Time:** 2-3 weeks
**Dependencies:** Reference images, photogrammetry (optional)
### Tier 2: Primary Buildings
**Count:** 20-40 buildings
**Quality:** 4K textures, optimized meshes with LODs
#### Building Categories:
1. **Residential Towers** (15-25 buildings)
- Marina residential complexes
- High-rise apartments
- Mixed-use buildings
2. **Commercial Buildings** (5-10 buildings)
- Office buildings
- Retail spaces
- Hotels
3. **Supporting Structures** (5-10 buildings)
- Parking structures
- Service buildings
- Smaller commercial spaces
**Per-Building Assets:**
- Static mesh (main structure)
- Material instances (4K textures)
- LOD chain (LOD0-LOD3)
- Collision meshes
**Status:** Not Started
**Priority:** HIGH
**Estimated Time:** 4-6 weeks
**Dependencies:** Blockout completion, PCG system
### Tier 3: Background Buildings
**Count:** 30-50 buildings
**Quality:** 2K textures, simplified meshes
**Purpose:** Fill background, create depth
**Approach:** Procedural generation, modular pieces
**Status:** Not Started
**Priority:** MEDIUM
**Estimated Time:** 2-3 weeks (with PCG)
## Additional Asset Categories
### Vehicles (3 types)
- **SM_Vehicle_Car_01** - Standard car
- **SM_Vehicle_Taxi_01** - Dubai taxi
- **SM_Vehicle_SUV_01** - SUV
**Status:** Not Started
**Priority:** MEDIUM
### Props (20-30 items)
- Street lights
- Traffic signs
- Benches
- Planters
- Trash bins
- Barriers
**Status:** Not Started
**Priority:** MEDIUM
### MetaHumans (5-10 NPCs)
- Various appearances
- Different clothing styles
- Animation sets
**Status:** Not Started
**Priority:** MEDIUM (Phase 3)
### Materials (15-20 master materials)
- Glass variations
- Concrete variations
- Metal variations
- Emissive materials (neon signs)
**Status:** Not Started
**Priority:** HIGH
## Asset Production Plan
### Phase 1 (Weeks 1-2): Planning
- [x] Asset list created
- [x] Asset review completed
- [ ] Reference images collected
- [ ] Asset specifications finalized
### Phase 2 (Weeks 3-5): Production
- [ ] Hero asset (Cayan Tower) - Week 4
- [ ] Primary buildings (20-40) - Weeks 4-5
- [ ] Material library - Week 5
### Phase 3 (Weeks 6-8): Systems
- [ ] Background buildings (procedural) - Week 6
- [ ] Vehicles - Week 7
- [ ] Props - Week 7
- [ ] MetaHumans - Week 8
## Resource Requirements
### Modeling Software
- Blender / Maya (primary buildings)
- Houdini (procedural buildings)
- Substance Painter (texturing)
### Texturing
- Substance Painter
- Substance Designer
- Quixel Megascans (supplementary)
### Photogrammetry (Optional)
- RealityCapture or Luma AI
- For hero asset reference
## Key Decisions
1. **Hero Asset:** Cayan Tower - highest detail, 8K textures
2. **Primary Buildings:** 4K textures, balanced quality/performance
3. **Background Buildings:** Procedural generation for efficiency
4. **Materials:** Master materials with instances for variation
5. **LOD Strategy:** All non-Nanite assets need LOD chain
## Next Steps
1. **Collect Reference Images:**
- Cayan Tower (multiple angles)
- Dubai Marina buildings
- Material references
2. **Finalize Specifications:**
- Exact building count
- Texture resolution per tier
- LOD requirements
3. **Begin Production:**
- Start with hero asset after blockout
- Use blockout to identify exact buildings needed
---
**Review Status:** Complete
**Action Items:** Reference collection, specification finalization

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# Blueprint Organization Guide
## Naming Conventions
### Gameplay Blueprints
- `BP_PlayerController` - Player controller
- `BP_GameMode` - Game mode
- `BP_PlayerCharacter` - Player character
- `BP_InteractionBase` - Base interaction class
### System Blueprints
- `BP_WeatherSystem` - Weather management
- `BP_DayNightCycle` - Time of day system
- `BP_VehicleSpawner` - Vehicle spawning
- `BP_NPCSpawner` - NPC spawning
### UI Blueprints
- `WBP_MainMenu` - Main menu widget
- `WBP_HUD` - HUD widget
- `WBP_InteractionPrompt` - Interaction UI
## Folder Structure
```
Content/Blueprints/
├── Gameplay/
│ ├── Player/
│ ├── Interactions/
│ └── Systems/
├── UI/
│ ├── Menus/
│ └── HUD/
└── Systems/
├── Weather/
├── Time/
└── NPCs/
```

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# Command Reference - Dubai Metaverse
**Quick Reference Guide** - All common commands and workflows in one place.
## Table of Contents
- [Git Commands](#git-commands)
- [Project Scripts](#project-scripts)
- [Data Import](#data-import)
- [Python Environment](#python-environment)
- [Unreal Engine](#unreal-engine)
- [Common Tasks](#common-tasks)
- [Key File Locations](#key-file-locations)
- [Troubleshooting](#troubleshooting)
---
## Git Commands
### Initial Setup
```bash
# Initialize repository
git init
# Install Git LFS
git lfs install
# Track large files
git lfs track "*.uasset"
git lfs track "*.umap"
git lfs track "*.png"
git lfs track "*.fbx"
# Initial commit
git add .
git commit -m "Initial commit"
```
### Daily Workflow
```bash
# Check status
git status
# Add changes
git add <files>
git add .
# Commit
git commit -m "Description of changes"
# Push (if remote configured)
git push origin main
```
## Project Scripts
### Setup
```bash
# Full project setup
./scripts/setup/setup_project.sh
# UE5 project setup validation
./scripts/setup/setup_ue5_project.sh
```
### Validation
```bash
# Validate assets
./scripts/validation/validate_assets.sh
# Validate documentation
./scripts/generate_docs.sh
# Full project validation
./scripts/validation/validate_project.sh
```
### Data Import
```bash
# Import OSM data
python3 scripts/data/import_osm_data.py \
--output data/processed/dubai_marina_buildings.geojson
# Convert elevation data
python3 scripts/data/gis_to_unreal.py \
data/elevation/dem.tif \
--output data/processed/terrain_heightmap.raw \
--format raw
```
## Python Environment
### Setup
```bash
# Install dependencies
pip install -r requirements.txt
# Or use virtual environment
python3 -m venv venv
source venv/bin/activate # Linux/Mac
# venv\Scripts\activate # Windows
pip install -r requirements.txt
```
## Unreal Engine (After Installation)
### Project Creation
1. Launch Unreal Engine 5.4
2. Create new project: `DubaiMetaverse`
3. Template: Blank
4. Blueprint
5. Desktop platform
6. Maximum quality
7. No starter content
### Configuration
1. Copy `Config/DefaultEngine.ini.template` to `Config/DefaultEngine.ini`
2. Copy `Config/DefaultGame.ini.template` to `Config/DefaultGame.ini`
3. Customize settings as needed
4. Enable plugins (see docs/setup/PLUGINS.md)
## Common Tasks
### Create New Asset
1. Follow naming convention
2. Place in appropriate Content/ folder
3. Validate: `./scripts/validation/validate_assets.sh`
4. Commit: `git add Content/Assets/... && git commit -m "Add [asset name]"`
### Update Documentation
1. Edit .md file
2. Check links
3. Commit: `git add [file].md && git commit -m "Update [file]"`
### Report Progress
1. Edit `PROGRESS_REPORTS/weekX_report.md`
2. Update checkboxes
3. Commit progress
## Key File Locations
### Documentation
- **Main README**: `README.md`
- **Project Plan**: `docs/planning/PROJECT_PLAN.md`
- **Technical Brief**: `docs/TECHNICAL_BRIEF.md`
- **Art Bible**: `docs/ART_BIBLE.md`
- **Documentation Index**: `docs/README.md`
### Configuration
- **Engine Settings**: `Config/DefaultEngine.ini`
- **Game Settings**: `Config/DefaultGame.ini`
- **Project Settings**: `docs/setup/PROJECT_SETTINGS.md`
- **Project Config**: `project.config.json`
### Tasks
- **Phase Tasks**: `TASKS/phaseX_tasks.md`
- **Milestones**: `docs/planning/MILESTONES.md`
### Scripts
- **Setup**: `scripts/setup/`
- **Installation**: `scripts/install/`
- **Validation**: `scripts/validation/`
- **Data Processing**: `scripts/data/`
- **Build**: `scripts/build/`
## Troubleshooting
### Scripts Not Working
- Check file permissions: `chmod +x scripts/**/*.sh`
- Check Python version: `python3 --version`
- Install dependencies: `pip install -r requirements.txt`
- See: `docs/troubleshooting/TROUBLESHOOTING.md`
### Git LFS Issues
- Verify installation: `git lfs version`
- Re-track files: `git lfs track "*.uasset"`
- Check .gitattributes file
- See: `docs/setup/VERSION_CONTROL.md`
### Documentation Links Broken
- Run `scripts/generate_docs.sh` to check
- Verify file paths
- Update links if needed
- See: `docs/README.md`
### UE5 Installation Issues
- See: `docs/setup/UE5_INSTALLATION.md`
- Troubleshooting: `docs/troubleshooting/FAQ.md`
## Quick Links
- [Project Status](PROGRESS_REPORTS/PROJECT_STATUS.md)
- [Project Health](docs/PROJECT_HEALTH.md)
- [Technical Specs](docs/TECHNICAL_SPECS.md)
- [Asset Catalog](ASSET_CATALOG.md)
- [Documentation Index](docs/README.md)
- [Troubleshooting](docs/troubleshooting/TROUBLESHOOTING.md)
---
**Last Updated**: 2024

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# Hero Asset Specifications - Cayan Tower
## Overview
This document specifies the technical requirements and specifications for the Cayan Tower hero asset in the Dubai Metaverse project.
## Asset Information
### Asset Name
**Cayan Tower** (also known as Infinity Tower)
### Location
Dubai Marina, Dubai, UAE
### Type
Hero Landmark (Tier 1)
### Priority
Highest - Critical path asset
---
## Technical Specifications
### Dimensions
- **Height**: ~300 meters (984 feet)
- **Floors**: 73 floors
- **Shape**: 90-degree helical twist over height
- **Base Dimensions**: Approximately 50m x 50m
- **Top Dimensions**: Rotated 90 degrees from base
### Scale
1:1 scale in Unreal Engine
---
## Modeling Requirements
### Geometry
- **Type**: High-poly mesh (Nanite)
- **Polygon Count**: 5-10 million triangles (acceptable with Nanite)
- **Detail Level**: Maximum detail, photoreal quality
- **LODs**: Not required (Nanite handles LOD automatically)
### Components
1. **Main Structure**:
- Twisted tower body
- Glass facade
- Metal framework
- Structural elements
2. **Architectural Details**:
- Window frames
- Balconies
- Rooftop elements
- Base structure
3. **Interior Elements** (if visible):
- Floor levels (if windows show interior)
- Lighting elements
### Modeling Workflow
1. **Reference Collection**:
- Gather reference images (all angles)
- Architectural plans (if available)
- Material references
2. **Blockout**:
- Create basic shape
- Verify scale
- Check proportions
3. **High-Poly Modeling**:
- Model main structure
- Add architectural details
- Refine geometry
4. **UV Mapping**:
- UDIM workflow (multiple UV tiles)
- Optimize UV layout
- Minimize seams
5. **Export**:
- Export as FBX or direct to Unreal
- Verify scale and orientation
---
## Texturing Requirements
### Texture Resolution
- **Format**: 8K (8192x8192) per UDIM tile
- **UDIM Tiles**: 4-8 tiles (depending on complexity)
- **Total Resolution**: 32K-64K equivalent
### Texture Sets
#### Base Color
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Albedo/diffuse colors
- **Notes**: Include glass reflections, material colors
#### Normal
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Surface detail, bumps, geometry
- **Notes**: High detail for photoreal quality
#### Roughness
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Surface roughness (glass = low, metal = medium)
- **Notes**: Critical for material realism
#### Metallic
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Metallic map (metal = high, glass = low)
- **Notes**: Important for PBR accuracy
#### Ambient Occlusion
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Shadow and occlusion information
- **Notes**: Enhance depth and realism
#### Emissive (if needed)
- **Resolution**: 8K per tile
- **Format**: PNG or TGA (16-bit)
- **Content**: Neon lights, interior lighting
- **Notes**: For night-time lighting effects
### Material Requirements
#### Glass Material (M_Hero_CayanTower_Glass)
- **Type**: Transparent, reflective
- **Properties**:
- Reflectivity: 0.8-0.95
- Roughness: 0.05-0.1
- Tint: Slight cool blue/green
- Interior visibility: Semi-transparent
- **Usage**: Building facade, windows
#### Chrome/Stainless Steel (M_Hero_CayanTower_Chrome)
- **Type**: Metallic, highly reflective
- **Properties**:
- Reflectivity: 0.9-1.0
- Roughness: 0.01-0.05
- Color: Neutral with slight blue tint
- **Usage**: Structural elements, accents
#### Emissive/Neon (M_Hero_CayanTower_Emissive)
- **Type**: Emissive material
- **Properties**:
- Emissive intensity: High
- Color: Cyan, blue, or gold (Dubai aesthetic)
- **Usage**: Night-time lighting, accent lighting
---
## Import to Unreal Engine
### Import Settings
- **Nanite**: Enable Nanite (required for high-poly)
- **Scale**: Verify 1:1 scale
- **Rotation**: Correct orientation
- **Materials**: Assign materials
- **Collision**: Auto-generate or custom collision
### Validation
- [ ] Mesh imports without errors
- [ ] Nanite enabled and working
- [ ] Scale is correct (1:1)
- [ ] Materials assigned correctly
- [ ] Textures display correctly
- [ ] Performance is acceptable
---
## Lighting Considerations
### Daytime
- **Reflections**: Glass should reflect sky and surroundings
- **Shadows**: Cast realistic shadows
- **Highlights**: Chrome elements should have strong highlights
### Sunset
- **Warm Reflections**: Glass reflects warm sunset colors
- **Dramatic Shadows**: Long, dramatic shadows
- **Atmospheric**: Enhanced by volumetric fog
### Night
- **Interior Lights**: Visible through glass (emissive)
- **Neon Accents**: Emissive materials active
- **Reflections**: Reflect city lights and neon
---
## Performance Targets
### Rendering
- **Frame Rate**: No performance impact (Nanite handles optimization)
- **Memory**: Efficient texture streaming
- **Draw Calls**: Minimal (Nanite optimization)
### Optimization
- **Nanite**: Primary optimization (no traditional LODs needed)
- **Texture Streaming**: Enable for large textures
- **Material Complexity**: Optimize shader complexity
---
## Quality Standards
### Visual Quality
- **Photoreal**: Near-photographic quality
- **Detail**: Maximum detail visible
- **Materials**: Realistic PBR materials
- **Lighting**: Properly lit in all conditions
### Technical Quality
- **Geometry**: Clean topology
- **UVs**: Optimized UV layout
- **Textures**: High-quality, artifact-free
- **Materials**: Proper PBR workflow
---
## Reference Materials
### Photography
- **Angles**: All sides, multiple elevations
- **Time of Day**: Day, sunset, night
- **Details**: Close-ups of materials, details
- **Context**: Surrounding area, scale reference
### Architectural Plans
- **Floor Plans**: If available
- **Elevations**: Building elevations
- **Sections**: Cross-sections if available
### Material References
- **Glass**: Reference glass samples
- **Metal**: Reference metal samples
- **Lighting**: Reference lighting conditions
---
## Delivery Checklist
- [ ] High-poly model complete
- [ ] UV mapping complete (UDIM)
- [ ] 8K textures created (all maps)
- [ ] Materials created and assigned
- [ ] Imported to Unreal Engine
- [ ] Nanite enabled and working
- [ ] Visual quality validated
- [ ] Performance tested
- [ ] Reference comparison completed
- [ ] Documentation complete
---
**Version**: 1.0
**Last Updated**: 2024-11-21

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# Material Library - Dubai Metaverse
## Overview
This document catalogs all materials in the Dubai Metaverse project, organized by category and usage.
## Material Organization
### Folder Structure
```
Content/Assets/Materials/
├── M_BuildingLibrary/
│ ├── M_Building_Glass_4K
│ ├── M_Building_Concrete_4K
│ ├── M_Building_Metal_4K
│ └── MI_* (Material Instances)
├── M_HeroLandmark/
│ ├── M_Hero_CayanTower_Glass_8K
│ ├── M_Hero_CayanTower_Chrome_8K
│ └── MI_* (Material Instances)
├── M_Water/
│ ├── M_Water_Marina
│ └── M_Water_Foam
└── MFX/
├── MFX_HeatHaze
├── MFX_Fingerprint
└── MFX_Weathering
```
---
## Building Materials
### Glass Materials
#### M_Building_Glass_4K
- **Type**: Opaque/Translucent
- **Usage**: Building windows, facades
- **Properties**:
- Reflectivity: 0.7-0.9
- Roughness: 0.05-0.1
- Tint: Slight cool blue/green
- **Texture Resolution**: 4K
- **Instances**:
- `MI_Building_Glass_Blue`
- `MI_Building_Glass_Clear`
#### M_Hero_CayanTower_Glass_8K
- **Type**: Translucent
- **Usage**: Cayan Tower facade
- **Properties**:
- Reflectivity: 0.8-0.95
- Roughness: 0.05-0.1
- Tint: Cool blue/green
- **Texture Resolution**: 8K (UDIM)
- **Special**: Hero asset material
---
### Concrete Materials
#### M_Building_Concrete_4K
- **Type**: Opaque
- **Usage**: Building structures, facades
- **Properties**:
- Reflectivity: 0.1-0.2
- Roughness: 0.4-0.6
- Color: Neutral gray
- **Texture Resolution**: 4K
- **Variations**:
- Smooth concrete
- Textured concrete
- Weathered concrete
---
### Metal Materials
#### M_Building_Metal_4K
- **Type**: Opaque, Metallic
- **Usage**: Metal facades, structural elements
- **Properties**:
- Reflectivity: 0.5-0.8
- Roughness: 0.1-0.3
- Metallic: 1.0
- **Texture Resolution**: 4K
- **Variations**:
- Stainless steel
- Aluminum
- Brushed metal
#### M_Hero_CayanTower_Chrome_8K
- **Type**: Opaque, Highly Metallic
- **Usage**: Cayan Tower structural elements
- **Properties**:
- Reflectivity: 0.9-1.0
- Roughness: 0.01-0.05
- Metallic: 1.0
- **Texture Resolution**: 8K (UDIM)
- **Special**: Hero asset material
---
## Water Materials
### M_Water_Marina
- **Type**: Translucent
- **Usage**: Marina water
- **Properties**:
- Reflectivity: High
- Roughness: Low (smooth surface)
- Color: Slight blue/green tint
- Animated: Wave animation
- **Features**:
- Reflections
- Caustics (light refraction)
- Wave animation
- Foam at edges
### M_Water_Foam
- **Type**: Opaque
- **Usage**: Water foam, edges
- **Properties**:
- Emissive: Slight
- Roughness: High
- Color: White/light blue
- **Usage**: Applied as decal or separate mesh
---
## Effect Materials
### MFX_HeatHaze
- **Type**: Post-process effect
- **Usage**: Heat distortion above hot surfaces
- **Properties**:
- Distortion intensity
- Distance-based falloff
- Subtle effect
- **Application**: Material function or post-process
### MFX_Fingerprint
- **Type**: Decal material
- **Usage**: Surface smudges, fingerprints on glass
- **Properties**:
- Opacity: Low
- Roughness: Slight increase
- **Application**: Decal on glass surfaces
### MFX_Weathering
- **Type**: Decal material
- **Usage**: Cracks, wear, weathering
- **Properties**:
- Opacity: Variable
- Color: Darker than base
- **Application**: Decals on buildings, surfaces
---
## Material Instances
### Purpose
Material instances allow variation without duplicating base materials, improving performance and maintainability.
### Naming Convention
- **Format**: `MI_BaseMaterial_Variant`
- **Examples**:
- `MI_Building_Glass_Blue`
- `MI_Building_Concrete_Dirty`
- `MI_Building_Metal_Brushed`
### Common Variations
#### Glass Variations
- `MI_Building_Glass_Blue` - Blue tint
- `MI_Building_Glass_Clear` - Clear
- `MI_Building_Glass_Tinted` - Dark tint
#### Concrete Variations
- `MI_Building_Concrete_Smooth` - Smooth finish
- `MI_Building_Concrete_Textured` - Textured
- `MI_Building_Concrete_Weathered` - Weathered
#### Metal Variations
- `MI_Building_Metal_Stainless` - Stainless steel
- `MI_Building_Metal_Aluminum` - Aluminum
- `MI_Building_Metal_Brushed` - Brushed finish
---
## Material Usage Guidelines
### When to Use Shared Materials
- **Same Material Type**: Buildings with same material type
- **Performance**: Reduce material count
- **Consistency**: Maintain visual consistency
### When to Create Unique Materials
- **Hero Assets**: Unique materials for hero assets
- **Special Effects**: Special effect materials
- **Unique Requirements**: Materials with unique requirements
### Material Instance Best Practices
1. **Use Instances**: Use instances for variations
2. **Expose Parameters**: Expose parameters for flexibility
3. **Document**: Document material usage
4. **Organize**: Organize instances logically
---
## Texture Requirements
### Resolution Standards
- **Hero Assets**: 8K (8192x8192) - UDIM workflow
- **Primary Buildings**: 4K (4096x4096)
- **Background**: 2K (2048x2048)
### Texture Sets
All materials require:
- Base Color
- Normal
- Roughness
- Metallic
- AO (Ambient Occlusion)
Optional:
- Emissive (for neon, lights)
- Height (for parallax/displacement)
---
## Performance Considerations
### Material Complexity
- **Shader Complexity**: Minimize shader instructions
- **Texture Sampling**: Optimize texture sampling
- **Parameters**: Limit exposed parameters
### Optimization
- **Shared Materials**: Use shared materials
- **Instances**: Use material instances
- **Texture Streaming**: Enable texture streaming
- **Virtual Textures**: Use for large textures (optional)
---
## Material Catalog
### Building Materials
| Material Name | Type | Resolution | Usage |
|---------------|------|------------|-------|
| M_Building_Glass_4K | Glass | 4K | Primary buildings |
| M_Building_Concrete_4K | Concrete | 4K | Primary buildings |
| M_Building_Metal_4K | Metal | 4K | Primary buildings |
| M_Hero_CayanTower_Glass_8K | Glass | 8K | Hero asset |
| M_Hero_CayanTower_Chrome_8K | Metal | 8K | Hero asset |
### Water Materials
| Material Name | Type | Usage |
|---------------|------|-------|
| M_Water_Marina | Water | Marina water |
| M_Water_Foam | Foam | Water foam |
### Effect Materials
| Material Name | Type | Usage |
|---------------|------|-------|
| MFX_HeatHaze | Effect | Heat distortion |
| MFX_Fingerprint | Decal | Surface smudges |
| MFX_Weathering | Decal | Weathering effects |
---
## Material Creation Workflow
1. **Create Base Material**: Create material with textures
2. **Configure Properties**: Set material properties
3. **Expose Parameters**: Expose parameters for instances
4. **Test**: Test material in level
5. **Create Instances**: Create material instances for variations
6. **Document**: Document material usage
---
## Troubleshooting
### Common Issues
**Issue**: Material too shiny/rough
- **Solution**: Adjust roughness values
- **Solution**: Check metallic values
**Issue**: Material not displaying correctly
- **Solution**: Check texture assignment
- **Solution**: Verify sRGB settings
**Issue**: Performance issues
- **Solution**: Optimize shader complexity
- **Solution**: Use material instances
- **Solution**: Enable texture streaming
---
**Version**: 1.0
**Last Updated**: 2024-11-21

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# Quick CLI Commands - Dubai Metaverse
## Project Management
### Launch Editor
```bash
./launch_editor.sh
```
### Verify Project Setup
```bash
./scripts/setup/verify_project_setup.sh
```
### Verify UE5 Installation
```bash
./scripts/setup/verify_ue5_installation.sh
```
## Data Acquisition
### Acquire OSM Data
```bash
cd data && ./acquire_osm_data.sh
```
### Import OSM Data (Manual)
```bash
python3 scripts/data/import_osm_data.py \
--output data/processed/dubai_marina_buildings.geojson \
--bounds "25.07,55.13,25.09,55.15"
```
### Convert GIS Data
```bash
python3 scripts/data/gis_to_unreal.py \
data/elevation/dem.tif \
--output data/processed/terrain_heightmap.raw \
--format raw
```
## Build & Monitoring
### Monitor UE5 Build
```bash
./scripts/monitoring/ue5_build_monitor.sh
```
### Check Build Status
```bash
ps aux | grep "make.*UnrealEditor"
tail -f ~/UnrealEngine/build.log
```
## Validation
### Validate Project
```bash
./scripts/validation/validate_project.sh
```
### Validate Assets
```bash
./scripts/validation/validate_assets.sh
```
## Git Operations
### Initialize Git LFS
```bash
git lfs install
git lfs track "*.uasset"
git lfs track "*.umap"
git lfs track "*.uproject"
```
### Check Git LFS Status
```bash
git lfs ls-files
```
## Project Information
### View Project Status
```bash
cat PROGRESS_REPORTS/PROJECT_STATUS.md
```
### View Next Steps
```bash
cat docs/setup/NEXT_STEPS.md
cat docs/setup/NEXT_STEPS.md
```
### View Project Health
```bash
cat docs/PROJECT_HEALTH.md
```
---
**Last Updated**: 2024-11-21

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# Workflow Review Summary
## Review Date: 2024-11-21
## Overview
Comprehensive review of key workflows for Dubai Metaverse project:
- PCG (Procedural Content Generation) Workflow
- Texturing Workflow
- Building Pipeline
## 1. PCG Workflow Review
### Key Components
**PCG Graphs Required:**
1. **PCG_BuildingPlacement**
- Purpose: Procedurally place buildings in district
- Input: Building footprints from OSM data
- Output: Placed building meshes
- Rules: Building density, height variation, spacing
2. **PCG_RoadProps**
- Purpose: Place props along roads
- Input: Road network data
- Output: Lamp posts, barriers, signs
- Rules: Spacing, alignment, variety
3. **PCG_Vegetation**
- Purpose: Place vegetation (trees, plants)
- Input: Area data, exclusion zones
- Output: Vegetation instances
- Rules: Density, species variety, clustering
### Workflow Steps
1. **Setup Phase:**
- Import OSM data (building footprints, roads)
- Create PCG graphs
- Define placement rules
- Test in blockout level
2. **Generation Phase:**
- Run PCG graphs
- Generate LOD1-LOD3 building proxies
- Populate district (60-70% coverage)
- Validate performance
3. **Iteration Phase:**
- Review generated content
- Adjust rules and parameters
- Optimize for performance
- Finalize placement
### Key Tools
- **Unreal Engine PCG System** - Primary tool
- **Houdini Engine** - Advanced procedural generation (optional)
- **OSM Data** - Input data source
- **Custom Blueprints** - Rule definitions
### Dependencies
- OSM data imported
- Blockout level created
- Building meshes available (Tier 2/3)
- Road network established
### Status: Ready for Phase 2, Week 3
## 2. Texturing Workflow Review
### Workflow Overview
**Tools:**
- Substance Painter (primary)
- Substance Designer (procedural materials)
- Quixel Megascans (supplementary)
### Texture Sets Required
**Hero Assets (8K, UDIM):**
- Base Color
- Normal
- Roughness
- Metallic
- Ambient Occlusion
- Emissive (if needed)
**Primary Buildings (4K):**
- Base Color
- Normal
- Roughness
- Metallic
- Ambient Occlusion
**Background Buildings (2K):**
- Base Color
- Normal
- Roughness
- Metallic
### Workflow Steps
1. **Preparation:**
- UV unwrapping (UDIM for hero assets)
- Export high-poly model
- Set up Substance Painter project
2. **Texturing:**
- Base material application
- Detail layer addition
- Weathering and wear
- Color variation
- Export texture sets
3. **Material Creation:**
- Import textures to Unreal
- Create master materials
- Create material instances
- Test in level
### Material Library Structure
**Master Materials:**
- M_Glass_8K (hero)
- M_Glass_4K (primary)
- M_Concrete_4K
- M_Metal_4K
- M_Emissive_Neon
**Material Instances:**
- Variations for each master
- Parameter-driven customization
- Performance-optimized
### Status: Ready for Phase 2, Week 4-5
## 3. Building Pipeline Review
### Pipeline Overview
**Stages:**
1. Modeling (Blender/Maya)
2. UV Unwrapping
3. Texturing (Substance Painter)
4. LOD Creation
5. Import to Unreal
6. Material Assignment
7. Placement in Level
### Modeling Workflow
**Hero Assets:**
- High-poly modeling
- Detailed geometry
- Nanite-ready (no LODs needed)
- UDIM UV layout
**Primary Buildings:**
- Optimized modeling
- LOD chain creation (LOD0-LOD3)
- Efficient UV layout
- Collision mesh creation
**Background Buildings:**
- Simplified modeling
- Modular pieces
- Procedural generation (Houdini)
- Minimal LODs
### Import Workflow
1. **Export from DCC:**
- FBX format
- Proper scale (1 unit = 1 cm)
- Clean geometry
- Named materials
2. **Import to Unreal:**
- Static mesh import
- Enable Nanite (hero assets)
- Generate LODs (if needed)
- Create collision
3. **Material Assignment:**
- Assign master materials
- Create material instances
- Adjust parameters
- Test in level
### Quality Standards
**Hero Assets:**
- Nanite enabled
- 8K textures
- Maximum detail
- No LODs needed
**Primary Buildings:**
- LOD0: Full detail
- LOD1: 50% reduction
- LOD2: 75% reduction
- LOD3: 90% reduction
- 4K textures
**Background Buildings:**
- Simplified geometry
- 2K textures
- Minimal LODs
- Procedural placement
### Status: Ready for Phase 2, Week 4-5
## Integration Points
### PCG + Building Pipeline
- PCG uses building meshes from pipeline
- Procedural placement after modeling
- LOD management for performance
### Texturing + Building Pipeline
- Textures applied after modeling
- Material creation after texturing
- Integration in Unreal
### All Workflows
- Blockout level as foundation
- OSM data as input
- Performance optimization throughout
- Quality validation at each stage
## Key Takeaways
1. **PCG Workflow:**
- Start with OSM data
- Create rules and graphs
- Iterate and optimize
- Target 60-70% coverage
2. **Texturing Workflow:**
- Use Substance Painter
- Follow texture set standards
- Create master materials
- Use instances for variation
3. **Building Pipeline:**
- Model to specifications
- Create appropriate LODs
- Import with correct settings
- Assign materials properly
## Next Steps
1. **Prepare for PCG:**
- Ensure OSM data ready
- Review PCG documentation
- Set up test level
2. **Prepare for Texturing:**
- Set up Substance Painter
- Review texture standards
- Prepare UV layouts
3. **Prepare for Building Pipeline:**
- Set up modeling software
- Review asset specifications
- Prepare import workflow
## Dependencies Checklist
- [x] Workflow documentation reviewed
- [ ] OSM data acquired
- [ ] Blockout level created
- [ ] Modeling software ready
- [ ] Substance Painter ready
- [ ] PCG system understood
- [ ] Import workflow tested
---
**Review Status:** Complete
**Action Items:** Prepare tools and test workflows after UE5 installation