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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
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Is this shit viable for organic sculpting? I hate HATE to do it with a tablet, to the point I don't do it at all if I can help it. 3D movement that isn't some giant mouse tit you diddle sounds like heaven. I see it on sale, right now...
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>>1023568
If you don't like sculpting the expensive magical goggles aren't gonna solve it
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>>1023570
I don't like "sculpting" in 3D, I clarified as much. Nobody needs you snide shit, nobody's entertained by it.
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>>1023572
I'm not being snide. All those glasses are gonna be to you is a big paperweight
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>>1023568
Buy clay or plasticine, dumbass
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>>1023568
Having tried sculpting in vr, I can tell you, it's much more difficult and exhausting than on a monitor. Reason being, you don't feel what you're creating as you would with a real medium, and you have to not only hold your hand up for quite a while (which is exhausting by itself) but you also have to hold up a device with a battery as well. Doing this for 2 hours will probably make you want to die.
Also, the benefit of seeing the thing in 3d is probably less than you think. You can't raytrace your sculpt in real time for vr, you'll have to rely on fairly shitty shaders to get the required performance, so you can't even see much detail.
But I'd be happy to be proven wrong
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>>1023609
I will add to this anon's post and say it's good for getting a basic shape down. I find it's easier to draw muscles in VR where I can move my hand more accurately in 3d space than a drawingtablet in 2d space. To each their own on that but I agree on the longer sessions sucking. That's why I only do rough silhouettes in VR then refine it with desktop. It's fun but I still generally prefer to not use VR in my workflows
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I am postponing the goggle thing until Valve releases theirs', fuck it.

>>1023609
I wonder if this isn't a bit of a forced perspective issue? Some of these headsets seem like they exaggerate close objects. Or maybe the tunnel vision from the goggles would be balanced out by a wider perspective than the default.
>>1023640
Have you tried laying down and waving your hands in the air? Serious question.
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>>1023568
I have a quest 3, and i have shapelabs 2026 which gave me the quest version as well.

I HATE sculpting on flat screens, I would much rather do it in vr, however we are not there to the point its possible.

what vr does is lets you do a base model in vr, then move it over to a flat screen to refine details.

it is SO much easier to get a feel for what you are doing in vr, the ease in which you move the model around, able to actually see the depth of what you are doing, its perfect to go in and voxel block in, then take over to flat screen to refine detail.

lets go this way, lets say you want to make a modern videogame character sculpt, you can comfortably get to playstation 2 levels of detail and refinement, if you want to push yourself you could get to playstation 3, but its a motherfucker to take it to ps4

there is a shapelabs discord, that should give you a great idea about how far you can take it., just know a lot of people will do finishing detail in 2d or blender



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