The fun of working in VR is the ability to move freely in space, right? The fact that you’re not sitting at your desk is for some exactly what makes it appealing, but for others it creates a hurdle to overcome. They’ll say, “we just don’t have the space for that.” Or if they do implement VR, they have a few headsets hidden in some back room, far from where the designers do most of their work. If you have to get up from your desk and go somewhere else to stretch your limbs and use a VR headset, it seems like you’re taking time away from “actual work”. It diminishes the value of working in VR and makes it seem like “fun playtime”, rather than a legitimate tool you use to do your work.
We designed Gravity Sketch to be integrated seamlessly into the workflow of designers. That means implementing it with as few disruptions as possible, which naturally leads to using the VR headset at your desk. Think of the VR headset as another monitor and Gravity Sketch as another creation tool, to be used as a standard stage in the design process, in conjunction with whatever other tools are necessary. You already have a monitor (mouse and keyboard), a drawing tablet with a pen / stylus and switch between the two for 2D sketches and applications. The next addition should be your VR headset with Gravity sketch, so you can seamlessly transition from one to the next, depending on the needs of the project.
Let’s say, for example, you need to design a shoe. You would use your computer monitor to read the design brief, and research some ideas for a moodboard. Then you might switch to your drawing tablet to sketch out the basic shapes. Then use that sketch as a reference image when you jump into Gravity Sketch to fill out the masses and dimensions of shoe. Then, when the 3D model is ready, export it to another programme for rendering or a finishing a matte painting. But the stages don’t necessarily have to fall in that order. You can switch back and forth between 2D sketches and 3D models as you iterate new variants of the shoe design.
If you have an idea, but have to get up and go to another room to use your VR headset, you may lose the idea that’s in your head. Or you may decide to schedule using VR at a time that seems more convenient. You may end up deciding to use VR at a certain phase in the design process, after several iterations of 2D sketches, say, and in this way, stifle your own creativity. To counteract this, our philosophy is simple: to always use the best tool for the job, and to achieve maximum results with minimum interruption to your working process.
For best practice when using Gravity Sketch, we suggest that you check out these three functions:
- Use the Grab Button
Everything that you create in Gravity Sketch can be grabbed and moved around. This means that you don’t need to physically get up and walk around the design you have created. Every object can be held and turned around like a teacup in your hand.
2. Grab the whole space
You can also grab the whole environment. This allows you to turn your design around and look at the whole sketch from any angle.
The aim with these functions is to give you enough freedom of movement using the controllers in Gravity Sketch, that you don’t need the freedom of movement in physical space. Think of using Gravity Sketch like another monitor, or another tool like a drawing tablet. Start with a napkin sketch or jump straight into Gravity Sketch, flesh it out, export it to another program. Spend five minutes with your headset on, or an hour, or more. But that shouldn’t stop you enjoying sketching on a 1:1 scale in a wide-open space.