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