285 lines
5.8 KiB
Markdown
285 lines
5.8 KiB
Markdown
# Workflow Review Summary
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## Review Date: 2024-11-21
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## Overview
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Comprehensive review of key workflows for Dubai Metaverse project:
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- PCG (Procedural Content Generation) Workflow
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- Texturing Workflow
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- Building Pipeline
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## 1. PCG Workflow Review
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### Key Components
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**PCG Graphs Required:**
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1. **PCG_BuildingPlacement**
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- Purpose: Procedurally place buildings in district
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- Input: Building footprints from OSM data
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- Output: Placed building meshes
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- Rules: Building density, height variation, spacing
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2. **PCG_RoadProps**
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- Purpose: Place props along roads
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- Input: Road network data
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- Output: Lamp posts, barriers, signs
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- Rules: Spacing, alignment, variety
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3. **PCG_Vegetation**
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- Purpose: Place vegetation (trees, plants)
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- Input: Area data, exclusion zones
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- Output: Vegetation instances
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- Rules: Density, species variety, clustering
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### Workflow Steps
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1. **Setup Phase:**
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- Import OSM data (building footprints, roads)
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- Create PCG graphs
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- Define placement rules
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- Test in blockout level
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2. **Generation Phase:**
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- Run PCG graphs
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- Generate LOD1-LOD3 building proxies
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- Populate district (60-70% coverage)
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- Validate performance
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3. **Iteration Phase:**
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- Review generated content
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- Adjust rules and parameters
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- Optimize for performance
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- Finalize placement
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### Key Tools
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- **Unreal Engine PCG System** - Primary tool
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- **Houdini Engine** - Advanced procedural generation (optional)
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- **OSM Data** - Input data source
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- **Custom Blueprints** - Rule definitions
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### Dependencies
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- OSM data imported
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- Blockout level created
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- Building meshes available (Tier 2/3)
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- Road network established
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### Status: Ready for Phase 2, Week 3
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## 2. Texturing Workflow Review
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### Workflow Overview
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**Tools:**
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- Substance Painter (primary)
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- Substance Designer (procedural materials)
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- Quixel Megascans (supplementary)
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### Texture Sets Required
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**Hero Assets (8K, UDIM):**
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- Base Color
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- Normal
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- Roughness
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- Metallic
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- Ambient Occlusion
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- Emissive (if needed)
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**Primary Buildings (4K):**
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- Base Color
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- Normal
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- Roughness
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- Metallic
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- Ambient Occlusion
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**Background Buildings (2K):**
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- Base Color
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- Normal
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- Roughness
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- Metallic
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### Workflow Steps
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1. **Preparation:**
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- UV unwrapping (UDIM for hero assets)
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- Export high-poly model
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- Set up Substance Painter project
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2. **Texturing:**
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- Base material application
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- Detail layer addition
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- Weathering and wear
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- Color variation
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- Export texture sets
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3. **Material Creation:**
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- Import textures to Unreal
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- Create master materials
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- Create material instances
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- Test in level
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### Material Library Structure
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**Master Materials:**
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- M_Glass_8K (hero)
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- M_Glass_4K (primary)
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- M_Concrete_4K
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- M_Metal_4K
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- M_Emissive_Neon
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**Material Instances:**
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- Variations for each master
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- Parameter-driven customization
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- Performance-optimized
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### Status: Ready for Phase 2, Week 4-5
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## 3. Building Pipeline Review
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### Pipeline Overview
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**Stages:**
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1. Modeling (Blender/Maya)
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2. UV Unwrapping
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3. Texturing (Substance Painter)
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4. LOD Creation
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5. Import to Unreal
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6. Material Assignment
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7. Placement in Level
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### Modeling Workflow
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**Hero Assets:**
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- High-poly modeling
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- Detailed geometry
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- Nanite-ready (no LODs needed)
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- UDIM UV layout
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**Primary Buildings:**
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- Optimized modeling
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- LOD chain creation (LOD0-LOD3)
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- Efficient UV layout
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- Collision mesh creation
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**Background Buildings:**
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- Simplified modeling
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- Modular pieces
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- Procedural generation (Houdini)
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- Minimal LODs
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### Import Workflow
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1. **Export from DCC:**
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- FBX format
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- Proper scale (1 unit = 1 cm)
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- Clean geometry
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- Named materials
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2. **Import to Unreal:**
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- Static mesh import
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- Enable Nanite (hero assets)
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- Generate LODs (if needed)
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- Create collision
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3. **Material Assignment:**
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- Assign master materials
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- Create material instances
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- Adjust parameters
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- Test in level
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### Quality Standards
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**Hero Assets:**
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- Nanite enabled
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- 8K textures
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- Maximum detail
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- No LODs needed
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**Primary Buildings:**
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- LOD0: Full detail
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- LOD1: 50% reduction
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- LOD2: 75% reduction
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- LOD3: 90% reduction
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- 4K textures
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**Background Buildings:**
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- Simplified geometry
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- 2K textures
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- Minimal LODs
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- Procedural placement
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### Status: Ready for Phase 2, Week 4-5
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## Integration Points
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### PCG + Building Pipeline
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- PCG uses building meshes from pipeline
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- Procedural placement after modeling
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- LOD management for performance
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### Texturing + Building Pipeline
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- Textures applied after modeling
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- Material creation after texturing
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- Integration in Unreal
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### All Workflows
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- Blockout level as foundation
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- OSM data as input
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- Performance optimization throughout
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- Quality validation at each stage
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## Key Takeaways
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1. **PCG Workflow:**
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- Start with OSM data
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- Create rules and graphs
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- Iterate and optimize
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- Target 60-70% coverage
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2. **Texturing Workflow:**
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- Use Substance Painter
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- Follow texture set standards
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- Create master materials
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- Use instances for variation
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3. **Building Pipeline:**
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- Model to specifications
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- Create appropriate LODs
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- Import with correct settings
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- Assign materials properly
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## Next Steps
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1. **Prepare for PCG:**
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- Ensure OSM data ready
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- Review PCG documentation
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- Set up test level
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2. **Prepare for Texturing:**
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- Set up Substance Painter
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- Review texture standards
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- Prepare UV layouts
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3. **Prepare for Building Pipeline:**
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- Set up modeling software
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- Review asset specifications
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- Prepare import workflow
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## Dependencies Checklist
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- [x] Workflow documentation reviewed
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- [ ] OSM data acquired
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- [ ] Blockout level created
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- [ ] Modeling software ready
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- [ ] Substance Painter ready
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- [ ] PCG system understood
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- [ ] Import workflow tested
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---
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**Review Status:** Complete
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**Action Items:** Prepare tools and test workflows after UE5 installation
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