SUBDIVISION MODELLING IN GRAVITY SKETCH
Glen runs SouthernGFX, a small Cheshire-based studio specialising in character and creature design. He has been using and training ZBrush in the UK for over 15 years. southerngfx.co.uk
VR creation tools have been around for a while now. As artists we can sculpt, sketch, layout, design, iterate, paint, animate and do a whole host of other cool tasks right inside our VR headsets (HMD). While most of the sculpting is done using voxel-based modelling, very much akin to using spray foam in the air in front of you, Gravity Sketch focused on a spline-based workflow that really suited CAD-based modellers, and you can easily see how automotive designers can benefit from that sort of technology in their day-today work.
But what about character and creature designers? Or artists coming from 2D and wanting more of an organic workflow? Well, as mentioned there is always programs like Oculus Medium (soon to be Adobe Medium) and Masterpiece VR that have focused on voxel sculpting. You can get amazing results in both of these, but what if you want more control? What if you want subdivision modelling in VR? That’s what Gravity Sketch have been working on last year and the resulting new toolset inside the core Gravity Sketch program is amazing. Subdivision modelling has been around for well over 25 years now and is the way that we can get rounded or smoothed shapes driven by a lower polygon model. It is how programs like Maya, Max and Cinema 4D (and pretty much all
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