# 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]