Starting from an existing cabin concept

The project began with a consultation from Tosca van Duivenboden. During her studies at TU Delft, Tosca built a conceptual VR visualization of Elysian Aircraft’s cabin design. After graduating and joining Elysian Aircraft, she asked DashXR how the existing experience could become more immersive.

We reviewed her original files and proposed two phases of work. First, we would prepare the 3D geometry for reliable performance on a mobile VR headset. Then we would assemble the optimized cabin in Unreal Engine and tune the details that make the passenger experience convincing.

Preparing the cabin for mobile VR

The first phase focused on the model itself. We cleaned the mesh geometry, corrected surface normals, and rebuilt parts of the UV mapping.

This work is easy to overlook because it happens before the cabin reaches the headset. It also determines how well the final experience runs. Mobile VR has a limited rendering budget, so inefficient geometry or incorrect surface data can reduce frame rate and visual quality before lighting, sound, or interaction enter the picture.

Cabin geometry highlighted during the optimization process in Blender

Cabin geometry during the optimization phase.

Building the passenger experience

In the second phase, we assembled the optimized meshes in Unreal Engine and placed the viewer in a passenger seat. The aim was to give people a first glimpse of travelling inside a future electric aircraft, not simply a way to inspect a 3D model.

We tuned the surrounding details that carry that impression:

  • cabin lighting and ambient intensity,
  • a looping slideshow on the seatback screens,
  • ambient white noise and background music, and
  • the speed of the clouds moving past the windows.

Each adjustment is small on its own. Together, they give the static cabin concept a sense of place, scale, and motion.

A pair of Elysian Aircraft cabin seats prepared for the VR experience

The cabin seating model prepared for the passenger viewpoint.

Planning a VR-ready visualization?

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