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)

©2023 AXIOM VFX, INC
PRIVACY POLICY

Headquarters

Austin, Texas (USA)

Valencia (ESP)

©2023 AXIOM VFX, INC

Headquarters

Austin, Texas (USA)

Valencia (ESP)

©2023 AXIOM VFX, INC