Is VR legit for making 3D models or is it a gimmick?
Just use zbrush in the traditional wayVr headsets are lame
>>629904for now, it's definitively a gimmick, it's not nearly as precise as a Wacom tablet, there's also the deal with VR resolution, and head aches, but it doesn't mean it will always be like this. The 3D industry is artistic at the surface, but deep down it's also a tech industry, it's good to always know about new tech and be willing to adapt if it's a better option, but as it is today, yes, it is a gimmick.
>>629904Modeling in VR generally is way better than traditional modeling techniquesIt's easier and faster and results in higher quality workRight now however there's no professional VR modeling software since too few people have a VR headset
VR is going to be shit for sculpting without a feedback mechanism.
yea its gimmick but have you tried sketchfab on your phone? The most powerful form of joy you will ever experience is looking at your work in AR on your desk through your phone after weeks of modeling.
>>629967Actually nutting inside a woman is more powerful
Gimmick, does not have the required precision, nor do you want to wave your arms about all day when modelling. Like all "LOOK AT THIS IT'S THE FUTURE" it has no real productive application and even with perfect precision, it still wouldn't be used.>>629942>>Modeling in VR generally is way better than traditional modeling techniques>It's easier and faster and results in higher quality work
>>629991I bet you didn't experience a good fap while watching your own 11/10 creations seduce you in VR.Meatspace women cannot compete.
>>629904Making 3D models as in sculpting? No it sucks.Making environments and architecture with preexisting models (like building a game map) its really useful. It's like minecraft and your blocks are various objects. Of course after that you have to optimize said map.
>>629904I would say VR for creating right now isn't there yet.But VR for viewing things you made on your PC is where it's at.
>>629904I'm just waiting for holograms
For pre-vis and blocking out 3D environment concepts it's great and I know of a few people who do it in the industry. For characters not so much. A quick and dirty sketch is much better.
>>629942Holy shit what a bunch of meme-spouting shilling nonsense.
10 years form now yes vr will basically be the new zbrush but for now don't worry about it.
Personally, sculpting in VR has been an immense help when I suffer from a major art block. For the general community VR sculpting will be a gimmick for a while but in some cases it can be an innovative tool and be a nice addition to a workflow.Once I rough out the shape in VR I usually export it and move to 3DS Max, Maya, or Zbrush to really flesh it out and retopologize it.
I haven't seen anyone use it for any serious work.It does seem to be good for rapid blocking out of forms and getting the basic shape of something down, but beyond that? The resolution and precision problems stop it from being useful for anything further.
>>630499All the examples you posted can be made faster on a normal 3d program, thats the point of this threadAnd that tank was completed and rendered on desktop
anyone who says it isn't has never tried it.You need Medium though, not Tilt Brush
>>629904Wish I had VR so I could do crazy frame by frame 3D animation like this.https://www.youtube.com/watch?v=AE50C3YQHYI
>>630852>So I could do frame by frame 3D animation like thisNothing is stopping you. It's the skill level of the artist, not the tool, that matters.
>>630874Lol but in this case it's actually the tool that matters.Quill for animating is a special kind of software I've never seen done before. It's like a digital clay animation tool
>>629904Shit right now, could be useful as a component of a legit sculpting package. The current VR sculpting software is little more than a toy but the practical applications are pretty clear already, with the proper tools the direct access you get to viewing and manipulating actual 3D space could be used to prototype sculpts extremely quickly if it was combined with something like zspheres.The important part isn't really the headset or even stereoscopic vision, it's moving onto a 3D method of input after using purely 2D inputs for so long. One that actually works unlike previous attempts at motion control. I doubt it'll replace 2D tools, but it'll definitely be a useful piece of kit in the future because it's already really close to being something useful.
>>630883If only there was a new type of piano that had technology assist, then you would be as good as Bach right? All the satisfaction and experience you would lose on that shortcut...
>>630996I'm not not implying you shouldn't ditch proper animation skills to go straight with Quill and you'd make AAA animations, in fact you definitely need the skills to use this tool, I'm saying the tool provides something unique compared to other software.
>>630996This isn't technology assist. 3D software has been unintuitive for 2D animators for so long but VR is actually solving the problem. Look at this.https://www.youtube.com/watch?v=YjCZ8nE48RETypical 3D sculpting would be too slow to think of doing something like an animation or even a storyboard. With this technology, an artist can model as fast as he draws, that's real game changing stuff.
Not read thread so this may have already been said, but.... It having used anything like this I would stake a sizeable wager there is nothing available right now that any serious artist could use in a meaningful way for any kind of task. All that's there right now is most likely gimmick...BUT....Yeah, in the future I'm sure there's going to be a breakthrough that will make owning a VR toolset like having a Wacom - essential for certain purposes. Tbc - I'm looking 10+ years into the future when I say this. It's not just around the corner. We've been making compuer simulations of 3D objects and spaces with 2D tools for decades - 3D VR is obviously the way we're going to actually inhabit and interact in these workspaces - how can it not be? How can it not be an improvement? When pressure-sensitive tablets became available and 2D artists were able to actually use the same expressive strokes and gestures they do with pens and pencils - that obviously opened up a whole new dimension for those artists and brought them closer to their craft; VR will be the same for us, I'm sure - but yeah, we're way, *way* off that for now.Imagine working in a near empty room, with no desk or chair and you go to work at the start of each day by just putting on a nice, slim, lightweight pair of spectacles that are in fact your VR headset and you don't even need gloves or any kind of manual controller because the motion tracking in the room/headset is so advanced that it can pick up all your body movements with millimetre-precision, and you just go to work building landing craft concepts for space exploration companies, or interior visualisations of the worlds first all-robotic surgery theatre... and you do all this by walking round your studio manipulating pixels with your bare hands, like clay or lego.... and the entire system had the robustness and completeness of everything you use in your Zbrush / Max / rt render engine workflow today...Don't pretend that wouldn't be rad.
>>631037Holy shit - this is beautiful. Imagine this in 10 years time; amazing.And yeah - to the anons who say improved technology won't improve your art - this is clearly a specious argument. As technology improves, it becomes invisible - if a technology exists that allows someone who has no interest in computers at all to almost instantly give us a vision of what is going on in their head; then yes - technology is improving art by fiat. Technology only helps when it is busy getting the fuck out of the way of ideas - VR will obviously do that in time. The video this anon posted here is clear evidence of that.