A Month Designing in VR(medium.com)
medium.com
A Month Designing in VR
https://medium.com/facebook-design/a-month-designing-in-vr-62474aef1f1c
5 comments
I'd be interested in a little more background on why Unity was dismissed (the immediate feedback is a great point but fixed in the latest Unity). We use Unity for our student VR projects (I think it was initially selected by gut feeling pretty much and sticked around) but I never considered Origami. I'd love some more detail on the VR-UI prototyping flow with Origami.
It's also interesting that the author used mostly "high fidelity". We're currently experimenting with the exact opposite approach by constraining students to use basic geometric forms and encouraging rapid prototyping of the actual interactions. In a college setting students tend to focus too much on creating perfect models etc. from our experience. It just started so I can't report any results.
It's also interesting that the author used mostly "high fidelity". We're currently experimenting with the exact opposite approach by constraining students to use basic geometric forms and encouraging rapid prototyping of the actual interactions. In a college setting students tend to focus too much on creating perfect models etc. from our experience. It just started so I can't report any results.
The account makes the current formulation of VR goggles sound like the ideal interface for playing Cyclops from the X-Men. (He seems to have his hand on his goggles a lot, so the Gear VR side trackpad would fit. His power also seems to be about what he's directly looking at.)
This is to say, it seems like for many other tasks, different forms of input are going to be beneficial, if not crucial. Really good contextual voice recognition could be a part of this. The controllers that allow gesturing with the hands will be very helpful.
This is to say, it seems like for many other tasks, different forms of input are going to be beneficial, if not crucial. Really good contextual voice recognition could be a part of this. The controllers that allow gesturing with the hands will be very helpful.
This is great stuff. As VR design becomes more common I hope that there will be some more resources on the topic of 3D UX. can anybody link to any active forums on the topic?
"Photoshop → CINEMA 4d → Unity → code".
I have never worked on a 3D project before, so I guess I never considered that you would start off a 3D design in a 2D platform such as photoshop.
I have never worked on a 3D project before, so I guess I never considered that you would start off a 3D design in a 2D platform such as photoshop.
That would be for creating textures. Most 3d objects in games are really 2d images applied to 3d surfaces. Although photoshop has some pretty robust 3d capabilities these days so maybe that is part of the workflow.
Photoshop 3D has been a thing for a while.
https://helpx.adobe.com/photoshop/how-to/3d-overview-photosh...
Photoshop to generate lightweight mocks and objects -> C4D generates scenes (and/or objects) -> Unity for animation or interactivity
https://helpx.adobe.com/photoshop/how-to/3d-overview-photosh...
Photoshop to generate lightweight mocks and objects -> C4D generates scenes (and/or objects) -> Unity for animation or interactivity
To be honest I would have thought that Photoshop would only be used for textures, modelling and mocking up in C4D is very easy and fast for 3D meshes.
This has finally been resolved since Unity 5.1.0p1 (12 June 2015), which renders live to a DK2 while in the Editor. This greatly improves the prototyping and development workflow.