CoCollective

Pearl Harbor Museum

Pearl Harbor Museum

Modeling: Blender, Maya, 3dsmax
Unwrap: Rizom
Texture: Substance painter
Assembled: Unreal

Client

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

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.

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.

Pearl Harbor Museum

Modeling: Blender, Maya, 3dsmax
Unwrap: Rizom
Texture: Substance painter
Assembled: Unreal

Client

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 battleships
3 bombs and torpedoes

https://sketchfab.com/models/d61a6aac48a8420fbdc18bcac96cdedb/embed

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.



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