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metaverseDubai/docs/reference/WORKFLOW_REVIEW_SUMMARY.md
2026-07-07 03:43:19 -07:00

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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

  • 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