The Shuttle Commander, which launches December 11 on the PS4, puts you in the driver's seat of some of America's most important works following Neil Armstrong's first steps to the moon. You can now embark on a journey of discovery in today's wonder, and participate in the Hubble Space Telescope on the first mission with accurate Hubble alignment, space travel, and shuttle cockpit.
Package Time and Location
Year: 1990. Vision: Windows 3, Photoshop creation, first web page.
But 1990 has produced a series of events unlike any other. On April 24, the Hubble Space Telescope was sent to Edward Air Force Base. This launch marked another of the most significant advances in astronomy since Galileo's telescope. It would allow astronomers and investigators to consider questions that were never asked, to find answers to the unknown.
For almost 30 years, Hubble has highlighted a sense of wonder, allowing us to explore the expansion and expand the experiment. Even after the old advances and problematic beginnings, the Hubble Space Telescope will leave a solid legacy of groundbreaking discoveries and astronomical images. And of course, it brings our story to the fore, our reasons for our visual story, our travels in time and space.
Space Metaverse: Art, Sound and Animation
However, how do you create the atmosphere within the metaverse?
We knew there was a lot of work ahead of us. The prospective project of the Hubble Telescope and its findings would have been irrelevant by having the original studio. After all, the Shuttle Commander is based on one of the longest running and most successful airports, and the most famous telescope. Accuracy and detail were very important to us.
Thankfully, NASA is very transparent and open to sharing its data, providing the public with great data covering decades of shuttle service. Schematics, images, camera distribution and thousands of pages are widely deployed to ensure that we make the right entertainment as much as possible, building a solid foundation for our art, photography and audio departments starting their work.
A work of art
However, creating that accuracy within a virtual medium is not easy. We had to strike a balance, making sure the players had a betting experience while giving players the most realistic experience possible. We've found that we limit some of the information we'd like to store, simplify messages and customization. Below is a simple example of our workflow, showing various stages of building our assets. Researching, modeling and messaging, and finally integrated into Unity Game Engine.
We have also worked with well-known F-Sim developers to create a model based on the physics of Space Shuttle landings. Players can get to real places such as White Sands, Kennedy Space Center or Edward Airforce Base. Variations such as weather, time of day, proximity and densities can be arranged by players so that even experienced older drivers will be challenged to make the perfect catch. This precision and accuracy are essential to making the experience as close to real information as possible.
The sound
But it’s not just visual presentations that make the feeling feel authentic. As an upgrade to some of our VR experiences such as the Apollo 11 VR, and Titanic VR, we also focused on the aural quality of the audio presentation to fully immerse the user.
Although originally intended for a music marker for this event, it has been discarded to provide the user with the most accurate and accurate information. Reproducing photos of the presentation, which show in real time that astronomers in this amazing universe, have 27 tracks used on their own. These include a washing machine, a hyperbaric oxygen compartment, separate meeting doors and window frames, a breath / dust spray, a lift in the department store, an underwater sink case, a garage door opener and a man doing push-ups.
Since very few people ever entered the building, we relied heavily on what we could afford. The best quality came later during the digital age. The final launch of Atlantis with its facial cameras has been a key source. We also rely on accountants for the presentation experience, from the physical and emotional impact they felt before and after.
Hubble's introductory audio and service work contained NASA's original radio communications. To make the experience more user-friendly, we added an extra VO. Special thanks to & # 39; Houston Mike & # 39; here at Immersive VR Education. Mike and our audio engineer Karen had to familiarize themselves with the words and acronyms used by NASA while also trying to make it understandable to the user. This was a huge challenge as we needed to research what each part was, where it was going and what its function was. The Hubble is an amazingly complex tool and repairing it was extremely difficult.
Animation
The purpose of our animation pipeline is to create realistic digital characters, which can capture and convey character performance.
The process starts at our capture station. We snap a photo to the camera player with our camera collection. This series of images is used to produce a 3D model. The character goes through a defined series of all the muscle movements necessary to reposition any face. This can be a daunting process for a character, but it's worth the end result!
Details are passed on to our character actors who use a set of 50-60 3D screens as a base for their characteristic morph characters.
Once this is done, we will move to work. In many scenes we simultaneously capture the characters in the face as well as full body movement. But this is not always the case, in this case we have chosen "face recognition," photographing the different facial movements of the body.
Now that we have facial features and body movements, we can look at the character's look. This is where all the work of character actors, actors, sound engineers and animators come together. It's built on a single seam operation. In this section we have a clear idea of how everything works together.
After that the final stage is integration and testing, and optimization of the entire product so we have a balance between functionality and aesthetics to give users an enjoyable performance.
Shuttle Officer: Hubble Space Telescope Missions is coming to PS VR on December 11.
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