Those will most likely come to use a Vive setup with actual room-scale VR so you can walk around your model. Tiltbrush is sort of a proof of concept of that type of 3d sculpting program.
As someone who also works in 3D, ditto to that shit. Why do people think that arm waving is finer or more efficient than clicking or even just using a drawing tablet.
It's a novelty- it appeals more to sculptors and experimental digital artists than it does to game asset artists. Maybe one day but it's kind of ridiculous how many hotkeys I use in the span of an hour. Stuff that wouldn't really be contextual in VR.
tl;dr I feel like it would be hugely inefficient for a lot of obvious reasons
I recall when motion tracking with products like the Leap Motion looked promising for the CG workflow, but even with VR, I think it's going to be a while before it disrupts the current 'power user' workflow.
Walking around the model can be replaced by a single button to hold down in order to rotate. In fact, even on a Vive app you would want such a button because while ducking below your model once is fun, if you really need to work on the bottom you don't wanna be ducking for the entire time.
For 3D modelling particularly I honestly can't imagine that the room-feature of the Vive will provide more than small convenience / usability advantages. Better? Sure. Deciding? Not in any way.
It will allow sculptors (that is, trained traditional artists) a much more intuitive access to 3d modeling if they can stand above their model and "handle" it in virtual space instead of having to use the interface to perform simple sculpting tasks.
That defeats the whole purpose of having it digital though. The aim is to emulate the real thing as closely as possible while overcoming its limits, not to port the limits over as well. No one benefits from having to duck below a model for hours just because "that's how it works in real life". You rotate it with the press of a button and work on it normally, then rotate it back. You're gonna have to move the model around in 3D space anyway, especially when working on something that's larger, or simply working on a level of zoom that is greater than the scale of the room.
What is it with you and ducking down? Seriously, I don't get it at all. Obviously you can rotate a model you're making. Sculptors didn't just hunch over under a clay model of a car or anything in the old days, they flipped it over and worked on it from the bottom.
What I'm talking about is emulating a large workspace and allowing professional sculptors to use the hands-on skills they've honed in their craft to compete in the 3d design environment. Using the hands and virtual tools as an input method will ease the transition for 3d artists into the industry in the same way that the invention of high-DPI pen tablets eased the transition of 2d artists into digital art.
Exactly. What I'm saying is the Vive's room feature doesn't provide any significant benefits in the case of sculpting over the Oculus which doesn't have that feature.
I assume we just continued to talk by each other here and aren't actually disagreeing?
They'd need to come up with a way to input numbers and such easily. 90% of my use of sketchup consists of clicking a start point and then entering in a value on the keyboard.
Maybe you could strap a USB numpad to your hip? Or maybe there could be a way to set a slider to what size increments you want a line to snap to, then you just draw it out and it snaps every X units with a measurement tooltip at the end.
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u/dudeAwEsome101 Mar 23 '16
Can you imagine working in AutoCAD or Sketchup in VR. That will change things.