GRAVITY SKETCH
3D World UK|April 2020
In our second look at this VR modelling app, we explore how it has improved with the addition of subdivision modelling
Mike Griggs
GRAVITY SKETCH

Since we last delved into Gravity Sketch, the design and modelling tool for VR creatives, it has both gained ground in the VR creative space and become even more popular with artists around the world.

However, a new feature has made Gravity Sketch the first application to warrant a second appearance in the Bootcamp series. Namely, the inclusion of a subdivision modelling workflow to complement the existing NURBS and spline workflow.

While not every object that has been created in Gravity Sketch can be used to create a subdivision object, the available ones are a good start. The most basic is a single polygonal plane, which can be extruded either along an edge or by polygon face to create more geometry. Edge and polygon loops can also be selected and extruded.

Vertices snap to each other to create new geometry and seal holes. If symmetry is being used, vertices snap to the centre line. Just remember that symmetry needs to be on from the start of a modelling session for it to work.

There is also a set of three new tools available for polygon modelling. These allow an artist to smooth out geometry, cut new edges and merge different objects into a single surface. These tools make it very straightforward to create basic characters and vehicles, and for many artists could provide a more straightforward workflow than initiating modelling in a standard 3D application.

Subdivision smoothing is easily turned on and off to view a polygon mesh. And while selective colour cannot be applied to individual polygons as yet, colour can be added as with every other object in Gravity Sketch.

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