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metaverseDubai/docs/HERO_ASSET_SPECS.md

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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

  1. Main Structure:

    • Twisted tower body
    • Glass facade
    • Metal framework
    • Structural elements
  2. Architectural Details:

    • Window frames
    • Balconies
    • Rooftop elements
    • Base structure
  3. Interior Elements (if visible):

    • Floor levels (if windows show interior)
    • Lighting elements

Modeling Workflow

  1. Reference Collection:

    • Gather reference images (all angles)
    • Architectural plans (if available)
    • Material references
  2. Blockout:

    • Create basic shape
    • Verify scale
    • Check proportions
  3. High-Poly Modeling:

    • Model main structure
    • Add architectural details
    • Refine geometry
  4. UV Mapping:

    • UDIM workflow (multiple UV tiles)
    • Optimize UV layout
    • Minimize seams
  5. 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]