Realtime Aerospace Industry

Modeling: Maya
Unwrap: Rizom
Texture: Substance painter
Integration: Unity

Client

Our client was working on a full-scale planetarium display for a live event promoting the French aerospatial industry. 2000 people attended the events.

Their deliverable was a complex Unity interactive app, where users can transition, select and isolate different parts of planes and rocket assets.

Their in-house staff was fully packed, so they called CoCollective for a hand.

We were commissioned to model and texture a set of planes, optimized for real time. Many elements, including the interior, had to be selectable and isolateable, which involved quite a lot of modeling.

Our PBR workflow is very suitable for a real-time engine, as all materials are optimized, and maps are standardized. The display was in 16k, so we had to find the sweet spot between real-time and high-rez maps.

We deliver the assets directly in Unity, so the lead artist just had to merge and hand it over to Dev.

Everything is unwrapped, optimized, power of 2 maps, with a couple of UDIMs.

Our founder has an affection for everything related to the space industry. We are cooking some more in the background. Stay tuned.


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