Day one post #TiltBrush going open-source:
All I see is excitement. The Tilt Brush dev team just grew to hundreds. This really is the start of something new and beautiful, not an end. Allow me to explain why I think this is the best thing that could ever happen to VR art 1/
On almost every commercial project I have worked on, I had to email the Tilt Brush team about new features and hacks we needed to pull our projects off. Most projects didn't get off the ground because they'd require building some Unity app from scratch to showcase Tilt Brush. 2/
But to have Tilt Brush as a base, and just build on top of it cuts MONTHS off of production for some projects. To have the ability to change anything in Tilt, completely re-opens the market for VR performance art, and Tilt Brush cinematics. 3/
You could introduce animation, or collision triggers on your objects without needing to import and export between apps. You could even add some shortcuts to switch between brush types, or toggle POV mode when streaming. Whatever your project needs. 3/
That level of customization also personalizes Tilt Brush, where you could place all your favorite brushes on one page, maybe change the color of the UI, add hands instead of controllers. Add a custom map. Everyone could own a personalized version of Tilt Brush. 4/
And that includes making your own brushes, or brush packs even. Maybe even build a completely new set of brushes that are made specifically for your current projects, or set up a procedural picker that randomly switches brush types and colors in sync with music. 5/
Adding multiplayer will be a huge step up, as you can use it to plan out anything with a team. And not just for painters, but for level or set designers too. They could wander with their team as they blueprint the world, maybe add some extra abilities like a laser pointer. 6/
The first thing I'm doing is adding a flying mode 😆 You can work with teams to make your version of Tilt Brush available to all, or COMPLETLEY change everything to fit your needs. It's your laptop, you can put as many stickers on there as you want. 7/
This doesn't even get into a lot of the 3D workflow pluses, like being able to import 3D models precisely, have instant access to stroke data without leaving the app. Or how now you can just paint a skybox and export it as a perfect 8k 360 without switching apps 8/
This feels like 2017, when Tilt Brush really began releasing all the cool features, but now it's the communities turn. This completely transforms what being a VR artist could be about in a few years, where artists tools are as unique to them as their style. 9/
And remember, this means Tilt Brush can be modified to play nice with other programs too now. You could modify the export folder so it sends an asset straight to Unreal or Gravity Sketch. Or, you can add a specific naming scheme. 10/
I think the biggest question for me, is whether there becomes an agreed upon custom Tilt Brush, like Blender. A sea of custom builds will be amazing, but it'd be fascinating if everyone can also unify behind a single development path. I know I want to! @IcosaGallery 11/
Anyways, thank you to all the wizards at @tiltbrush for getting us this far. Even without customization, the current Tilt Brush is perfect in my eyes. My only wish is that Google will let you keep your Twitter account to share everything that's about to be made :) 12/.
You can follow @DannyBittman.
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