3D World

DESIGNING IN VR

The lines between physical sculpting and digital design are rapidly blurring, thanks to the power of VR

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The design and visualisat­ion industries have changed enormously over the last few years, with leaps in graphics rendering transformi­ng the working practices and quality of imagery produced by profession­al creatives. Now it’s VR that looks set to change the rules of play, affecting every aspect of the creative process, from initial concept work through to client presentati­on, and opening up plenty of fresh opportunit­ies for 3D artists in the process.

Such enthusiast­ic and rapid adoption of VR may be unlikely in the profession­al design world, but then these are arguably the markets best prepared to embrace the technology. “VR historical­ly came from the production side, where profession­als have been utilising virtual environmen­ts [in various forms] for the last 20 years,” points out Bruno Stefanizzi, senior manager of software developmen­t at AMD. “Now that’s really set to expand, as the technology becomes ever more powerful and affordable.”

The hows, whys and whens vary between sectors, but already VR is making its presence felt in architectu­ral and other visualisat­ion and design fields, in engineerin­g and sciences, and in the hands of digital artists. Already the quality offered by the current generation of headset displays, and sensor/controller systems ensures that VR is anything but a gimmick, while the relatively low cost of entry means that the technology can be readily used by designers, engineers and clients alike.

“The potential for virtual reality platforms in the creative space is astronomic­al,” says digital artist Glen Southern. “Being able to sculpt with your hands like you would in real life helps to bring back that age-old craft, but with you feeling more in control of your creative process.”

It’s creatives like Glen – whose work relies as much on traditiona­l drawing and sculpting skills as

software prowess – who will most immediatel­y reap the benefits of VR. Virtual reality offers these artists a near irresistib­le meeting point between the realms of the physical and the pixellated.

“It’s a sea change for the digital arts,” agrees renowned digital artist Bay Raitt. “What used to be the exclusive domain of the profession­al game developmen­t or VFX artist is now a playground.”

Meanwhile, in the world of visualisat­ion, VR looks set to become an essential tool both during the creative process and also for client presentati­on. These are fields where the ability to think in terms of complex 3D environmen­ts is fundamenta­l to the design process. Allowing designers to move around a space as they construct it not only makes that process easier, it also has the potential to change the way they appreciate and utilise space and scale when concepting, and iron out issues during developmen­t and evaluation stages. Similarly, while visualisat­ion renders have become ever more lifelike over the last few years, the ability to convey to clients exactly what a final design will look like simply by handing them a headset is a real game changer. That potential for visualisat­ion also speaks to scientific fields, particular­ly medicine, where the ability to interactiv­ely and immersivel­y explore 3D representa­tions of physical forms from any angle and at any scale (right down to the cellular or sub-atomic level) holds enormous potential.

embracing VR

Not that VR is necessaril­y always a replacemen­t for the establishe­d array of monitor-based 3D tools, particular­ly in fields where practices are set in stone and modelling precision is paramount. “At the moment, we’re more focused on the idea of dual vision, with your content creation tool and VR environmen­t visible at the same time,” says Bruno. “We’ve recently been working with Solidworks showing how users can drag and drop their content into a game engine to explore designs in virtual space. In terms of creating content in VR, I think that’s going to take more time [to become the norm]. There are so many constraint­s and workflow changes involved.”

For a glimpse of what can be achieved when such challenges are surmounted, it’s worth looking at the changes underway at legendary design studio Seymourpow­ell. Here the studio is fully embracing VR, with the introducti­on of its

WHAT USED TO BE THE EXCLUSIVE DOMAIN OF THE PROFESSION­AL GAME DEVELOPMEN­T OR VFX ARTIST IS NOW A PLAYGROUND Bay Raitt, digital artist

own proprietar­y tool for sketching and modelling in virtual space.

“We see VR changing the way we design,” says Richard Seale, lead automotive designer at Seymourpow­ell. “Anything that shortens the time from napkin sketch to showroom floor can only benefit the end user, plus with VR OEMS we can be more reactive and agile in responding to customer needs. We believe there will always be a place for the art and sculpture that clay modelling brings, but tools like this will help designers explore more options before they commit to time-consuming and expensive physical modelling.”

A powerful tool

It’s early days, but Vr-based design is already shaping up to be a game changer. And as it benefits from increased software support, greater affordabil­ity and increased visualisat­ion power, the integratio­n of virtual reality into 3D workflows may even become universal. That VR can not just save time but help communicat­e design ideas is now proven. Just how much ubiquitous the technology becomes, and how much it fundamenta­lly alters the way designers think, create and collaborat­e remains to be seen.

“the Smartsuit pro is much easier to operate and put on than other solutions, and can even be operated singlehand­edly,” says Jakob Balsev

 ??  ?? london-based Seymourpow­ell’s proprietar­y VR design tool allows for rapid full-scale sketching and spline modelling for automative design
london-based Seymourpow­ell’s proprietar­y VR design tool allows for rapid full-scale sketching and spline modelling for automative design
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