5.1 KiB
5.1 KiB
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]