chore: commit untracked UE/scaffold files (repo cleanup triage 20260707)
Co-authored-by: Cursor <cursoragent@cursor.com>
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175
docs/reference/ASSET_REVIEW_SUMMARY.md
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docs/reference/ASSET_REVIEW_SUMMARY.md
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# Asset List Review Summary
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|
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## Review Date: 2024-11-21
|
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|
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## Overview
|
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|
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Comprehensive review of asset requirements for Dubai Metaverse project based on `docs/assets/ASSET_LIST.md`.
|
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|
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## Asset Tiers Summary
|
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|
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### Tier 1: Hero Assets (Highest Priority)
|
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|
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**Count:** 1-2 assets
|
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**Quality:** 8K textures, Nanite meshes, maximum detail
|
||||
|
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#### Hero Landmark: Cayan Tower
|
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- **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)
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|
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### Tier 2: Primary Buildings
|
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|
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**Count:** 20-40 buildings
|
||||
**Quality:** 4K textures, optimized meshes with LODs
|
||||
|
||||
#### Building Categories:
|
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1. **Residential Towers** (15-25 buildings)
|
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- Marina residential complexes
|
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- High-rise apartments
|
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- Mixed-use buildings
|
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|
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2. **Commercial Buildings** (5-10 buildings)
|
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- Office buildings
|
||||
- Retail spaces
|
||||
- Hotels
|
||||
|
||||
3. **Supporting Structures** (5-10 buildings)
|
||||
- Parking structures
|
||||
- Service buildings
|
||||
- Smaller commercial spaces
|
||||
|
||||
**Per-Building Assets:**
|
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- 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
|
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|
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### Tier 3: Background Buildings
|
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|
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**Count:** 30-50 buildings
|
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**Quality:** 2K textures, simplified meshes
|
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|
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**Purpose:** Fill background, create depth
|
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**Approach:** Procedural generation, modular pieces
|
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**Status:** Not Started
|
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**Priority:** MEDIUM
|
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**Estimated Time:** 2-3 weeks (with PCG)
|
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|
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## Additional Asset Categories
|
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|
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### Vehicles (3 types)
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- **SM_Vehicle_Car_01** - Standard car
|
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- **SM_Vehicle_Taxi_01** - Dubai taxi
|
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- **SM_Vehicle_SUV_01** - SUV
|
||||
|
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**Status:** Not Started
|
||||
**Priority:** MEDIUM
|
||||
|
||||
### Props (20-30 items)
|
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- Street lights
|
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- Traffic signs
|
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- Benches
|
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- Planters
|
||||
- Trash bins
|
||||
- Barriers
|
||||
|
||||
**Status:** Not Started
|
||||
**Priority:** MEDIUM
|
||||
|
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### MetaHumans (5-10 NPCs)
|
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- Various appearances
|
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- Different clothing styles
|
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- Animation sets
|
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|
||||
**Status:** Not Started
|
||||
**Priority:** MEDIUM (Phase 3)
|
||||
|
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### Materials (15-20 master materials)
|
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- Glass variations
|
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- Concrete variations
|
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- Metal variations
|
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- Emissive materials (neon signs)
|
||||
|
||||
**Status:** Not Started
|
||||
**Priority:** HIGH
|
||||
|
||||
## Asset Production Plan
|
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|
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### Phase 1 (Weeks 1-2): Planning
|
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- [x] Asset list created
|
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- [x] Asset review completed
|
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- [ ] Reference images collected
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- [ ] Asset specifications finalized
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|
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### Phase 2 (Weeks 3-5): Production
|
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- [ ] Hero asset (Cayan Tower) - Week 4
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- [ ] Primary buildings (20-40) - Weeks 4-5
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- [ ] Material library - Week 5
|
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|
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### Phase 3 (Weeks 6-8): Systems
|
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- [ ] Background buildings (procedural) - Week 6
|
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- [ ] Vehicles - Week 7
|
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- [ ] Props - Week 7
|
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- [ ] MetaHumans - Week 8
|
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|
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## Resource Requirements
|
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|
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### Modeling Software
|
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- Blender / Maya (primary buildings)
|
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- Houdini (procedural buildings)
|
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- Substance Painter (texturing)
|
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|
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### Texturing
|
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- Substance Painter
|
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- Substance Designer
|
||||
- Quixel Megascans (supplementary)
|
||||
|
||||
### Photogrammetry (Optional)
|
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- RealityCapture or Luma AI
|
||||
- For hero asset reference
|
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|
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## Key Decisions
|
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|
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1. **Hero Asset:** Cayan Tower - highest detail, 8K textures
|
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2. **Primary Buildings:** 4K textures, balanced quality/performance
|
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3. **Background Buildings:** Procedural generation for efficiency
|
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4. **Materials:** Master materials with instances for variation
|
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5. **LOD Strategy:** All non-Nanite assets need LOD chain
|
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|
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## Next Steps
|
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|
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1. **Collect Reference Images:**
|
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- Cayan Tower (multiple angles)
|
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- Dubai Marina buildings
|
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- Material references
|
||||
|
||||
2. **Finalize Specifications:**
|
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- Exact building count
|
||||
- Texture resolution per tier
|
||||
- LOD requirements
|
||||
|
||||
3. **Begin Production:**
|
||||
- Start with hero asset after blockout
|
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- Use blockout to identify exact buildings needed
|
||||
|
||||
---
|
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|
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**Review Status:** Complete
|
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**Action Items:** Reference collection, specification finalization
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|
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37
docs/reference/BLUEPRINT_ORGANIZATION.md
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docs/reference/BLUEPRINT_ORGANIZATION.md
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# Blueprint Organization Guide
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|
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## Naming Conventions
|
||||
|
||||
### Gameplay Blueprints
|
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- `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
|
||||
|
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### UI Blueprints
|
||||
- `WBP_MainMenu` - Main menu widget
|
||||
- `WBP_HUD` - HUD widget
|
||||
- `WBP_InteractionPrompt` - Interaction UI
|
||||
|
||||
## Folder Structure
|
||||
|
||||
```
|
||||
Content/Blueprints/
|
||||
├── Gameplay/
|
||||
│ ├── Player/
|
||||
│ ├── Interactions/
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│ └── Systems/
|
||||
├── UI/
|
||||
│ ├── Menus/
|
||||
│ └── HUD/
|
||||
└── Systems/
|
||||
├── Weather/
|
||||
├── Time/
|
||||
└── NPCs/
|
||||
```
|
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202
docs/reference/COMMAND_REFERENCE.md
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docs/reference/COMMAND_REFERENCE.md
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# Command Reference - Dubai Metaverse
|
||||
|
||||
**Quick Reference Guide** - All common commands and workflows in one place.
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||||
|
||||
## 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
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||||
# Initialize repository
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||||
git init
|
||||
|
||||
# Install Git LFS
|
||||
git lfs install
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||||
|
||||
# Track large files
|
||||
git lfs track "*.uasset"
|
||||
git lfs track "*.umap"
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||||
git lfs track "*.png"
|
||||
git lfs track "*.fbx"
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||||
|
||||
# Initial commit
|
||||
git add .
|
||||
git commit -m "Initial commit"
|
||||
```
|
||||
|
||||
### Daily Workflow
|
||||
```bash
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||||
# 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
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||||
# Import OSM data
|
||||
python3 scripts/data/import_osm_data.py \
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||||
--output data/processed/dubai_marina_buildings.geojson
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||||
|
||||
# Convert elevation data
|
||||
python3 scripts/data/gis_to_unreal.py \
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||||
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
|
||||
|
||||
284
docs/reference/HERO_ASSET_SPECS.md
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docs/reference/HERO_ASSET_SPECS.md
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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
|
||||
|
||||
318
docs/reference/MATERIAL_LIBRARY.md
Normal file
318
docs/reference/MATERIAL_LIBRARY.md
Normal file
@@ -0,0 +1,318 @@
|
||||
# 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
|
||||
|
||||
101
docs/reference/QUICK_COMMANDS.md
Normal file
101
docs/reference/QUICK_COMMANDS.md
Normal file
@@ -0,0 +1,101 @@
|
||||
# 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
|
||||
284
docs/reference/WORKFLOW_REVIEW_SUMMARY.md
Normal file
284
docs/reference/WORKFLOW_REVIEW_SUMMARY.md
Normal file
@@ -0,0 +1,284 @@
|
||||
# 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
|
||||
|
||||
Reference in New Issue
Block a user