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metaverseDubai/docs/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**: [Current Date]