StarTrek Timelines
Over the years, we have provided extensive support to this project, particularly with the development of many of their ships. Our focus has always been on maintaining an exceptional level of detail to stay true to the brand’s vision.
Real Time
2016-2022
Assets Production
Outsource Assets
Real Time VFX
Game Development
StarTrek Timelines
Over the years, we have provided extensive support to this project, particularly with the development of many of their ships. Our focus has always been on maintaining an exceptional level of detail to stay true to the brand’s vision.
Real Time
2016-2022
Assets Production
Outsource Assets
Real Time VFX
Game Development
StarTrek Timelines
Over the years, we have provided extensive support to this project, particularly with the development of many of their ships. Our focus has always been on maintaining an exceptional level of detail to stay true to the brand’s vision.
Real Time
2016-2022
Assets Production
Outsource Assets
Real Time VFX
Game Development
Maximum Detail and performance
We built the models with optimal geometric resolution, targeting a maximum of 50,000 triangles each. Our goal was to achieve the highest quality with minimal performance impact, ensuring that details like labels and distinct ship features remained clear even at close range. Art Director Allen White from the Disruptor Beam development team crafted an innovative setup to optimize texel density and texture memory usage. This approach leverages a combination of UV channels, texture channel mapping, and vertex colors to deliver impressive results.
Maximum Detail and performance
We built the models with optimal geometric resolution, targeting a maximum of 50,000 triangles each. Our goal was to achieve the highest quality with minimal performance impact, ensuring that details like labels and distinct ship features remained clear even at close range. Art Director Allen White from the Disruptor Beam development team crafted an innovative setup to optimize texel density and texture memory usage. This approach leverages a combination of UV channels, texture channel mapping, and vertex colors to deliver impressive results.
Maximum Detail and performance
We built the models with optimal geometric resolution, targeting a maximum of 50,000 triangles each. Our goal was to achieve the highest quality with minimal performance impact, ensuring that details like labels and distinct ship features remained clear even at close range. Art Director Allen White from the Disruptor Beam development team crafted an innovative setup to optimize texel density and texture memory usage. This approach leverages a combination of UV channels, texture channel mapping, and vertex colors to deliver impressive results.
Pipeline Process
Our approach involved distributing all necessary elements for texturing across multiple UV channels, while also utilizing vertex colors as mask values to control specific areas.
Pipeline Process
Our approach involved distributing all necessary elements for texturing across multiple UV channels, while also utilizing vertex colors as mask values to control specific areas.
Pipeline Process
Our approach involved distributing all necessary elements for texturing across multiple UV channels, while also utilizing vertex colors as mask values to control specific areas.



Distributing textures across two UV channels enabled us to achieve higher texel density and better resolution for close-up views. Areas with no texture detail need, were filled with solid colors, and blended with specular maps to enhance visual fidelity.
Distributing textures across two UV channels enabled us to achieve higher texel density and better resolution for close-up views. Areas with no texture detail need, were filled with solid colors, and blended with specular maps to enhance visual fidelity.
Distributing textures across two UV channels enabled us to achieve higher texel density and better resolution for close-up views. Areas with no texture detail need, were filled with solid colors, and blended with specular maps to enhance visual fidelity.
UV1: Pannel Texture



UV2: Decal Texture



UV1: Panel Texture and Normal



UV2: Decal Texture and Normal



UV1: Specular



Panel Texture Channels
Panel Texture Channels
R: Windows (additive)
G: Windows and Panel lines (Multiplicative)
B: Specularity
A: Specular Mask
R: Windows (additive)
G: Windows and Panel lines (Multiplicative)
B: Specularity
A: Specular Mask



Unreal Material
We created a Master Material to bring together all the maps, vertex colors, and channels, along with the math and parameters needed for the final look. Each ship then uses its own instance with custom maps and settings for optimal appearance.
This approach not only gave us a more polished and performant engine but also ensured a consistent look across all the ships


Sarcophagus
Some of the models challenged us with their complexity and level of detail. We took a more standard approach by creating high-res models, texturing them, and then baking those details onto lower-res versions.
Sarcophagus
Some of the models challenged us with their complexity and level of detail. We took a more standard approach by creating high-res models, texturing them, and then baking those details onto lower-res versions.
Sarcophagus
Some of the models challenged us with their complexity and level of detail. We took a more standard approach by creating high-res models, texturing them, and then baking those details onto lower-res versions.
And many more ...
And many more ...
And many more ...
Let's work
together
Let's create something beautiful together! At AXIOM VFX, we believe in collaboration to bring your unique vision to life. Get in touch and let's get started!
Let's work
together
Let's create something beautiful together! At AXIOM VFX, we believe in collaboration to bring your unique vision to life. Get in touch and let's get started!
Let's work
together
Let's create something beautiful together! At AXIOM VFX, we believe in collaboration to bring your unique vision to life. Get in touch and let's get started!
Headquarters
Austin, Texas (USA)
Valencia (ESP)
Headquarters
Austin, Texas (USA)
Valencia (ESP)
©2023 AXIOM VFX, INC
Headquarters
Austin, Texas (USA)
Valencia (ESP)
©2023 AXIOM VFX, INC