6 non Vfx management tips for CG studios
From Amazon to the US army, here are 6 tips for producers and CG sups
From Amazon to the US army, here are 6 tips for producers and CG sups
Or a guide for any new tech adoption really…
170 pavillions were built to promote countries’s culture and technologies around the theme “Future society”. Our client was in charge of designing and installing the Saudi Arabia pavilion.
Freelancers, outsource, offshoring: a new dynamic in VFX…
Pearl Harbor Museum https://cocollective.studio/wp-content/uploads/2025/01/PearlHarbor_Edit_v4.webmPearl Harbor Museum Modeling: Blender, Maya, 3dsmaxUnwrap: RizomTexture: Substance painterAssembled: Unreal Client Squint/Opera Creating real-time WWII assets for the Pearl Harbor Museum At CoCollective Studio, we were thrilled to work with Squint Opera on the Pearl Harbor museum. Our client required fully optimized, real-time models for an immersive exhibition, highlighting key aircrafts, battleships, and munitions from the Second World War. Playlist 4 Videos USS Monaghan 0:16 M1 Torpedo 91 0:16 M4 Bomb Type 99 0:16 A8 Curtiss SOC 0:16 Project scope and asset requirements All assets were prepared for Unreal Engine. Given the museum setting, the client emphasized accuracy in both geometry and textures, requiring our team to work closely with historians who meticulously reviewed our 3D turntables. The specs behind the assets Each plane consisted of two 4K UDIMs, while the battleships required five UDIMs. Each asset is made of 3 maps, albedo, ORM, and normal. Our ORM (Occlusion, Roughness, Metallic) workflow pass on consistent material to any renderer, allowing the assets to serve both real-time and pre-calculated render needs. This dual approach provided the museum flexibility, for both their high-resolution pre rendered print needs, and their Unreal real-time app. https://cocollective.studio/wp-content/uploads/2024/12/Douglas-SBD-Dauntless-compressed.mp4 Wide range of output All assets were prepared for Unreal Engine. Given the museum setting, the client emphasized accuracy in both geometry and textures, requiring our team to work closely with historians who meticulously reviewed our 3D turntables. Conclusion All assets were prepared for Unreal Engine. Given the museum setting, the client emphasized accuracy in both geometry and textures, requiring our team to work closely with historians who meticulously reviewed our 3D turntables. Email Us Pearl Harbor Museum Modeling: Blender, Maya, 3dsmaxUnwrap: RizomTexture: Substance painterAssembled: Unreal Client Squint/Opera Creating real-time WWII assets for the Pearl Harbor Museum At CoCollective Studio, we were thrilled to work with Squint Opera on the Pearl Harbor museum. Our client required fully optimized, real-time models for an immersive exhibition, highlighting key aircrafts, battleships, and munitions from the Second World War. Project scope and asset requirements All assets were prepared for Unreal Engine. Given the museum setting, the client emphasized accuracy in both geometry and textures, requiring our team to work closely with historians who meticulously reviewed our 3D turntables.For this project, we created: 12 WWII aircraft models (and dozen of painting variants)10 battleships3 bombs and torpedoes The specs behind the assets Each plane consisted of two 4K UDIMs, while the battleships required five UDIMs. Each asset is made of 3 maps, albedo, ORM, and normal. Our ORM (Occlusion, Roughness, Metallic) workflow pass on consistent material to any renderer, allowing the assets to serve both real-time and pre-calculated render needs. This dual approach provided the museum flexibility, for both their high-resolution pre rendered print needs, and their Unreal real-time app. Wide range of output While the assets have enough resolution for close-up renders, the maps could be downscaled for real-time adjustments. With just two clicks, our client could resize the textures, tailoring the specs to match display PC capabilities without sacrificing quality. This allows to remove completely the ‘unreal/real time conversion’ altogether, saving some extra man days. Conclusion This project showcased our expertise in creating historically accurate exhibits that meet museum standards and pass scientific scrutiny. Our workflow and delivery format were suitable for the wide range of content the museum required, without requiring to build different versions for each exhibit. Need any 3D or 2D assets?
Color space is as baffling as quantum physics—and honestly, I don’t fully understand it either…
The project for RSACosmos showcased real-time 3D aerospace models, engaging over 2,000 attendees in an interactive planetarium display. It emphasized high resolution, accuracy, and educational impact.
Our client was working on a full CG animation, with 4 shots involving a middle east souk.