VR Sculpt to 3D Print
Learning how to create 3D models has been growing in popularity within libraries and school maker spaces due to the improvements in beginner friendly 3D modelling software such as Tinkercad. 3D models are a digital representation of an object that can be viewed on a computer and with 3D printing, another maker space staple, they can be turned into physical objects. Often beginners have difficulty visualising their 3D model as a computer screen can only show two dimensions at once. Through virtual reality, creating 3D models in 3D space is much more natural, intuitive and may just become the future default standard for creating computer graphics.
Virtual Reality, 3D Printing
This experience uses SculptVR a drawing program available on popular VR platforms such as Oculus, Vive and PlayStation. SculptVR is similar to other drawing programs by allowing the user to draw (or “sculpt”) lines within a 3D space. One feature that sets SculptVR apart is the option to export creations into 3D models which can then be used in other real world applications like movie effects, video games or through 3D printing technology – creating physical objects!
Arts & Creative
While primarily a creative program this experience adds elements of engineering and product design for 3D printing.
Try challenging your student to sculpt a vase or replicate an existing object.
SculptVR is available on multiple platforms so this experiences portability will depend on your available hardware.
Wireless: Oculus Go, Oculus Quest
Tethered: PlayStation VR, Oculus Rift, HTC Vive
Sitting: Moving around within SculptVR while sitting can be done by holding the trigger buttons to rotate your scene.
Standing: Physically walking within a space will move you around the virtual scene, a minimum 2 x 2 metre space is suggested.
SculptVR allows up to four users to connect together in a multiplayer sculpting scene. Students can work individually or be paired into groups with a shared goal of creating their sculpted scene.
This experience is for ages 13+ which is the recommended age for most VR equipment. The controls have a lot of advanced functions however drawing a basic line is easy enough for children to use. The multiplayer aspect and extra features such as blowing up sculpts with rockets is appealing to a young audience.
At least one staff member would be required to setup the experience and teach new students the controls.