5.8 KiB
5.8 KiB
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:
-
PCG_BuildingPlacement
- Purpose: Procedurally place buildings in district
- Input: Building footprints from OSM data
- Output: Placed building meshes
- Rules: Building density, height variation, spacing
-
PCG_RoadProps
- Purpose: Place props along roads
- Input: Road network data
- Output: Lamp posts, barriers, signs
- Rules: Spacing, alignment, variety
-
PCG_Vegetation
- Purpose: Place vegetation (trees, plants)
- Input: Area data, exclusion zones
- Output: Vegetation instances
- Rules: Density, species variety, clustering
Workflow Steps
-
Setup Phase:
- Import OSM data (building footprints, roads)
- Create PCG graphs
- Define placement rules
- Test in blockout level
-
Generation Phase:
- Run PCG graphs
- Generate LOD1-LOD3 building proxies
- Populate district (60-70% coverage)
- Validate performance
-
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
-
Preparation:
- UV unwrapping (UDIM for hero assets)
- Export high-poly model
- Set up Substance Painter project
-
Texturing:
- Base material application
- Detail layer addition
- Weathering and wear
- Color variation
- Export texture sets
-
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:
- Modeling (Blender/Maya)
- UV Unwrapping
- Texturing (Substance Painter)
- LOD Creation
- Import to Unreal
- Material Assignment
- 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
-
Export from DCC:
- FBX format
- Proper scale (1 unit = 1 cm)
- Clean geometry
- Named materials
-
Import to Unreal:
- Static mesh import
- Enable Nanite (hero assets)
- Generate LODs (if needed)
- Create collision
-
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
-
PCG Workflow:
- Start with OSM data
- Create rules and graphs
- Iterate and optimize
- Target 60-70% coverage
-
Texturing Workflow:
- Use Substance Painter
- Follow texture set standards
- Create master materials
- Use instances for variation
-
Building Pipeline:
- Model to specifications
- Create appropriate LODs
- Import with correct settings
- Assign materials properly
Next Steps
-
Prepare for PCG:
- Ensure OSM data ready
- Review PCG documentation
- Set up test level
-
Prepare for Texturing:
- Set up Substance Painter
- Review texture standards
- Prepare UV layouts
-
Prepare for Building Pipeline:
- Set up modeling software
- Review asset specifications
- Prepare import workflow
Dependencies Checklist
- 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