Testing Gravity Sketch in the context of design

Gravity Sketch is a VR sketching tool where you can create, edit and view 3D models in real-time. I gave it a try to see how the tool works as a VR sketching tool in the context of my project, where I look into how VR can be used as a design tool. This is my thoughts after my first meeting with Gravity Sketch.

Jon Fauske
Mixed Design

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The Tool

Gravity Sketch is a VR sketching tool where you can create, edit and view 3D models in real-time. It has a varied set of tools that makes you able to draw (similar to Tilt brush), but also create curves, surfaces, shapes like in a CAD program. You can manipulate and edit shapes by adding, removing and draging anchor points. There is also possible to move around in the scene, as well as scaling the scene to any size (both larger and smaller than 1:1 scale).

In Gravity sketch there is also extra options to import and export models, and insert models like a full body or a head to have a scale and size reference. There is also a mode called Tablet mode that lets you use a tablet (Wacom tablet for instance) to draw in 2D and continue in 3D on the same drawing. I have not tested those features at this point, but will get back to it in future articles.

Impressions

Gravity Sketch feels much like a simplified CAD tool in a virtual space — imagine being inside the modelling canvas in 3DS Max. My impressions is only based on basic usage, as I have not used enough time with the more advanced tools yet.

Drawing tools

The basic tools like the brush makes it easy to start sketching immediately. When only using the brush tool, Gravity Sketch feels like a virtual sketchbook in a 3D space where you can draw and erase anywhere around you. This is a really short way to get a VR sketch up to discussion. But as mentioned before: To draw in three dimensions is unaccustomed and feels inaccurate, and is therefore a skill that needs to be developed over time.

There is also more advanced drawing tools where you can click to add anchor points —just like a pen tool in illustrator. Here you can draw both curved lines and straight lines by adding points and the tool will connect the dots. This is a really useful tool that makes it easier to have control of the movement of the line, and especially the endpoints. A major problem with the freehand brush tool is not necessarily to draw a single line, but when drawing a second line that should meet the first at one point, it is hard to connect them accurately. This is easier with the pen tool, where you have more control where the points are placed.

Modelling tools

In addition to the drawing tools, there is also a set of modelling tools to create 3D shapes and surfaces. This toolset brings the feel of the program closer to a CAD software. At this point I have not spent a lot of time with these tools, but my immediate impression is that these tools can be a really fast way to generate volumes. In an early phase of concept development it may work as a virtual cardboard model-tool, but with options to edit and add details further on in the process. I do see a potential to use this as a mockup-tool for rough mockups. The option to duplicate, edit and iterate on the model later on, makes it even more powerful as a mockup tool.

Editing tools

Gravity sketch also offers an editing mode. This enables options to manipulate, add and remove both anchor points, curves and surfaces. These tools are really useful, and the more I sketch in VR, the more I see the importance of editing tools in VR sketching. It compensates for the inaccuracy if sketching freehand in three dimensions.

User interface

Overall, the user interface is a bit tricky to get used to in the beginning. This is especially because of the button mapping on the WMR-controllers where you have to use the touch pads rather than the joysticks to navigate in the interface. The carousel interface is not too intuitive in the beginning (why not use conventional UI patterns), and the location of options and tools is not always obvious. For instance, to access edit mode you need to grab the line or shape you want to edit, hold the grab button, and press another button (that usually do another task), and then you see the interface options changes to an edit mode. This is an example of a general problem regarding the interaction, where the controller buttons changes functions if you hold another button. This makes it a bit harder to build an intuitive workflow.

The edit mode is also an example of a feature that should be easier accessible, because of the importance of the feature. I would also like to see an option to enable edit mode for multiple objects at the same time. Now, I have only found a way to change one object at the time.

Lessons learned

Small notes and thoughts so far.

To cross two lines is difficult

As pointed out earlier in the article: A major problem with the freehand brush tool is not necessarily to draw a single line, but when drawing a second line that should meet the first at one point, it is hard to connect them accurately.

Front view (left) and side view (right). Note that the lines does not intersecting.

Editing is key

As it may be difficult to draw very precisely, the importance of editing tools becomes more present. It may help not to think of it as sketching, but rather working with clay where you manipulate the material to a desired form. When you draw you add “clay” to the scene, and then you can edit it to a shape. Just a thought.

The fastest way to work in different scales

One of the major pros of working with VR sketching strikes me to be the ability to work in multiple scales seamlessly. Here you have the opportunity to work in both a 1:100 and a 10:1 scale by just zooming in and out. It is even more powerful is you add scenery or a reference object that will help to understand the scale even better.

Complexity reduce immediacy

Gravity Sketch offers a wide set of tools enabling you to work in different levels of detail — from a rough mockup, to a more detailed model. The amount of tools makes Gravity Sketch a powerful VR program, and is a reason why it actually work as a professional tool. At the same time, it makes the workflow less immediate compared to a sketchbook and a pen. Not only because of the technical aspects, but by having all the options I find myself diving into details too early. This effect is important to be aware of, especially in an early concept fase, where you usually want to work on a less detailed level.

Potential

Gravity Sketch has some really good potential in its flexibility, especially to fill the gap between sketching and 3D-modelling. Give the tool some time to mature and give the interface some improvements (as mentioned earlier), and the tool may be an obvious tool use in the design process. Already, Gravity Sketch is my VR sketching tool of choice, because of the flexibility, editing options and the set of tools.

Virtual mockups

The tool has the potential to be built and used the same way as cardboard-mockups. Using cardboard, you are able to prototype quickly and rough. This tool can du the same — but also have the priceless option to copy, paste and adjust to easily compare multiple “cardboard-models”.

3D tracing

Having the opportunity to trace objects and adjust them in VR would be a powerful feature. Just like “image trace” in Adobe Illustrator, you could be able to translate objects to lines and vertices and edit them in real time. This could have the potential to push mockups further in a process where you can create a physical mockup, scan it, adjust it in VR, evaluate and create a new mockup.

Sketching in context

In gravity sketch there is a option to change skybox or environment. It could be nice to be able to not only change the distant environment, but also having geometry close to you. This could for instance make you able to be in a full furnished office with a desk and shelves when designing office chairs.

Final thoughts

Gravity Sketch is close to be a good tool for VR sketching for designers. Compared to Tilt brush, it feels more like a professional tool, ment for developing concepts. Sure, it has som flaws in both its interface and toolset, but all in all i do see this as a useful tool as a designer and not only a cool gimmick you will use for five minutes.

Pros

  • A good set of tools and options to create and edit shapes
  • The ability to work seamlessly across different scales is really powerful
  • Good options to edit shapes
  • Helpful tutorials

Cons

  • Takes time to familiarise with the interface
  • A bit hard to access the edit mode
  • VR control mapping could be better and more precise

References

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Jon Fauske
Mixed Design

Industrial design // Interaction design // Master student