Artist's Tool "Tilt Brush": VR Change Art Creation

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Artist's Tool "Tilt Brush": VR Change Art Creation from Baidu VR

Tilt Brush allows you to create art in virtual reality. Recently, Newsroomamerica published an interview with artist Steve Teeple who used this VR application to create an interview. He talked about using Tilt Brush's experience and the experience of other VR artists. The following is an interview piece compiled by Xiao Bian.

Can you talk about your creative process and how do you adapt to this application?

Steve Teeple: I was fortunate enough to use Tilt Brush in the early days, so I'm comfortable with it. This is my first choice for many creative projects. I am mainly a digital sculptor and concept artist, so I tend to use this application to quickly draw characters and creatures that are difficult to create in traditional 3D settings.

I like to build my brush in the app, which feels more natural, a bit like the extensions of other 3D applications I've used. In "Tilt Brush", I like to change the background to a solid color and put what I'm designing at eye-level height so that I can focus on creation and see how small the size of the real size is. As a creator of design figures and creatures, I can say that it is really a special feeling to be able to look at something from the eye level while creating.

How does writing in Tilt Brush behave differently from other media, and does this openness ever scare you?

Steve Teeple: In my home office, I installed my Vive. Although this is not the largest area, I felt myself entering the "other" office when I put on my head. In the beginning, this kind of openness made me a little scared, but once you start to create, you will feel that the only limit is your own brain. What I mean is that "Tilt Brush" is really different from other creative experiences I've experienced before.

We like "Multiverse Guardian" (Teeple's work). Where did your inspiration come from and how did your other VR works get inspired?

Steve Teeple: I often want to give up technical 3D work and become a digital illustrator with all my heart. Those artists give the greatest inspiration. Those masters have given me a lot of influence, such as Moebius, Katsuhiro Otomo, Mike Mignola, Ian Mcque, and Killian Eng.

For "Multiverse Guardian", Peter Mohrbacher's "Angelarium" series is my biggest source of inspiration, especially the way he associates these fantasy and surreal characters with myths. I think a lot about the concept of a multiverse, or a parallel world with us. I am exploring the concept of having a goalkeeper or guardian guarding these worlds.

I really enjoyed the creation of this work, which is an opportunity to understand the model exported from Tilt Brush. This is the first time I've completed the rest of my regular workflow from VR.

What lessons did you learn from the creation of Titl Brush and wanted to share it with other creators?

Steve Teeple: The biggest challenge is adapting to you not only creating in 2D. This is a simple concept, but once you start designing in virtual reality, it is difficult to break this mentality. Being able to move freely and view the work from different angles has an impact on the creative process. I encourage people to abandon their past creative habits when using the tool and try to form new ideas. For example, before I started using Vive and Tilt Brush, I was struggling to create a complete environment, but once I walked around and put down my previous creative habits, I found fun in the design.

For Tilt Brush, we all stand on the same starting line. No one really masters these tools, so it's like an artist is open to these skills and developments.

Did anything interesting happen when using Tilt Brush?

Steve Teeple: Some of the most interesting moments happened before Tilt Brush added the transfer, rotation, and scaling functions. When I first wrote through Tilt Brush, I was drawing a large creature at Isaac. This is so large that the scene has reached the edge of the work area, so I stood in a chair and I hit his wall when trying to add details.

Before joining the scaling function, I encountered another problem. I am very tall, and the ceiling of my residence is short. When I am designing a character, I usually start from the highest point of the head. But when I started to draw the legs, the space was used up. So I now have many short legs.

In short, the transfer, scaling, and rotation functions have brought about great changes. I can't wait for this app to introduce more workflow improvements. Each and every improvement has brought great changes to my creative work, and I am very excited about this.

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