Files
metaverseDubai/TASKS/phase2_tasks.md

5.1 KiB

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

Status: Pending Last Updated: [Current Date]