Process2024produced

GRAVITY SKETCH

Drawing in the air first

A pair of taupe moulded clogs with cut-out strapping, rendered on a pale grey ground
A glossy black full-face helmet with white cat ears and a dark visor, floating on a grey-blue ground

Before any of these were meshes they were gestures, drawn at full size in VR, standing up, walking around the shape instead of orbiting it on a screen.

A clog with the strapping cut straight out of the volume. A helmet with ears. A wraparound shade with no front frame at all, just one sheet bent around the face. The captions all say the same thing: made in Gravity Sketch, testing a new method of design.

A matte black wraparound shade lying on a grey surface, one continuous sheet with no front frame
One bent sheet, no frame

The method stuck. Volumes come out fuller and stranger than they do with a mouse, and they arrive with their proportions already decided. Blender takes them afterwards, to measure, tighten and make them buildable. Spatial ideation first, precision after.

Medium
VR modelling (Gravity Sketch), rendered in Blender
Role
Designer

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GRAVITY SKETCH · Process · Ovidiu Bojor · Work & Design Archive