Subdivision geometry provides smooth continuous surfaces for creating objects and organic shapes. Create VR sub-d objects comply with standard Catmull-Clark subdivision surfaces. This means when you save your sub-d creations to the Autodesk FBX file format, you can continue working on the designs in Maya or other content creation applications, such as Autodesk Maya and Autodesk 3ds Max.
Watch this video to discover how to create sub-d primitives such as patches, volumes, and discs.
Use patches to create open flat shapes in your design.
Select the Patch tool.
Scale the patch up by pressing up on the Tool Hand analog stick (Oculus) or D-pad (VIVE). Press down to reduce the scale.
Increase patch divisions by tapping right on the analog stick or D-pad. Tap left to decrease.
Place the patch in the scene and pull the trigger.
While the Symmetry plane is active, bringing the patch close to the plane snaps the patch preview to plane. Pull the trigger to create a self-symmetric patch.
Begin shaping the patch or press the check-mark icon on the Tool Hand to reset the tool and create another patch.
You can also create a sub-d patch from a curve by using the Sub-d Extrude tool. See Modify sub-d objects.
Use volumes to start closed shapes with volume.
Select the Volume tool .
Scale the volume by pressing up on the Tool Hand thumbstick (Oculus) or D-pad (VIVE). Press down to reduce the scale.
Place the primitive in the scene and pull the trigger to complete.
If the Symmetry plane is active, bringing the volume close to the plane snaps the volume preview to plane. Pull the trigger to create a self-symmetric volume.
Begin shaping the patch or press the check-mark icon on the Tool Hand to reset the tool and create another primitive.
Use discs for circular shapes such as wheel arches, rims, and tires.