VR: The first steps in creative environment?

I had one primary motivation to use VR. I wanted to move away from my working desk. My creative process requires a lot of sketching and computer work, so the idea to perform my sketches and sculpting in room scale VR was more than tempting. As you can see, it already has an impact at least in my very case! Without too much guessing, I can clearly see the joy of millions of designers and engineers being liberated from their chairs. With that, it is fair to admit that software tools are not yet ready for such level of professional use. Although ... as we observe new announcements in this field every day, it may happen anytime!

So here is to my experiments: I am using HTC Vive and Google’s Tiltbrush to sketch my ideas in VR. As it allows user to expert the sketches as FBX file format, which means real scale 3d data, the scenes are directly available as the reference for further development. Please take a look at the few of the videos I’ve recorded as an example of my initial experiments. All the videos are recorded directly from the headset camera view. Unfortunately, it conveys only a fragment of the VR experience.

The last video in this article describes one if the ideas that instantly appeared ... as your VR space is directly linked to your physical environment, to your room, it would be really interesting the explore possibilities of ... drawing and 3d printing your furniture.

With a joy of VR immersion also comes a challenge to convey the content to non-VR audience. One way is to share the model, using the Sketchfab service in example.

Another possibility is traditional pipeline: Export to FBX, set the lights and materials, render with Keyshot and postproduction with Photoshop.


fusionship_01_tilt-Camera 2.2840_scheme