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