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3D VR Training Experience of a Drone Control Center

As part of Moth+Flame's VR training solutions, I was tasked with leading a team of 3D designers to create a fully functional real-time 3D scene for a control cabin.

The purpose of this VR experience is to train personnel using the system without sacrificing precious operational hours.

* The original experience was designed to run in Unity. The renders shown in this case study were created using Unreal Engine.

Achieving super optimized photo-realism for VR headsets

To create an optimized, smooth experience with very high FPS, we had to optimize the heck out of our geometry and lighting, all the while with keeping everything as photorealistic as possible.

Real-time render of the drone control cabin: two operator seats facing a wall of monitors, joysticks and control panels

Realism and Accuracy

To bring an experience as close to real life as possible, we used scanned data and a lot of image references to build the control center.

We measured distances between big elements like monitors, chairs and walls and constantly checked and double checked our work for consistency.

Our main tools were: Autodesk Maya, Substance Painter, Zbrush and Photoshop.

The cabin's blockout model in Maya overlaid on the scanned point-cloud mesh of the real control center

Geometry Optimization

Small panel details and vents were created by baking normal maps from high-poly geo.

We heavily optimized geometry, especially for objects we knew will usually stay far away from camera in the background.

Close-up render of rack-mounted control panels with labeled buttons, knobs, toggle switches and power rings
Wireframe of the same control panels: buttons and knobs are low-poly, with fine detail left to the normal map
The panel's color texture above its baked normal map
Wireframe close-up of the operator console's throttle levers, keyboard and joystick
Wireframe overview of the full cabin: two seats, consoles and the monitor wall

Making Production More Efficient

Some of the equipment in the control center were off-the-shelf commercial products, like the tracking ball mouse. In that case, we had very good orthogonal views that allowed us to quickly model it accurately.

Also, whenever possible, we obtained models, rather than create them in-house.

Render of an operator station: monitors, keyboard, trackball mouse, joysticks, desk phone and a whiteboard marker on the carpet

Photoreal and Optimized Experience

We achieved our goal of creating a photorealistic and optimized experience that runs well on VR headsets by working together as a team and collaborating with developers, running tests and reiterating.

Final real-time render of the drone control cabin from behind the operator seats

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