Virbuild seeks to take the entire design process of a 3D space into Virtual Reality, enabling a new, more organic method of input, while maintaining the ability to produce tangible datasets for future application.
With the faster development and increasing accessibility of new input systems, particularly that of Virtual Reality, it is time to reconsider what tools and processes may reap benefits from these new interfaces. Designing a digital 3-dimensional space has long relied on 2D data and more traditional input from a mouse and keyboard while displaying visuals on a monitor, of which the latter can create a discrepancy between the envisioned product and actual design. This project seeks to enhance the user’s ability to register their designs from a real-world, first-person perspective while utilizing the organic nature of VR’s input system to create- from early stage conceptualization through each iteration of ever finer editing splitting the scene into two general modes- one for editing the overall scene between a zone-editing layer, which uses primitive shapes to organize the scene, and a model-editing layer, to control the final design of the space, and the other for building new custom meshes by creating a closed shape then extruding its height to create a 3D object. While there are several existing products related to the topic, such as Google’s Tilt Brush, many market themselves as a novel tool, disregarding the process of conversion from what a potential user may be used to, and failing to insert themselves into current workflows which generally rely on rigid datasets, hence potentially limiting usage due to low benefits at the cost of the learning curve. Thus, for this project, collection of vector data is a key feature, allowing fine editing through the UI along with the natural controls in the 3D space using the controllers, while also creating the potential for porting creations to other programs.
Tags:#Unity#Design#VirtualReality