Samuel Larsen
All work
Case study · Mobility / VR and CAD workflow

The future is here.

Formula f. Sculpted at full scale in VR and built around the driver.

Formula f
Role

Team of 2 with Yoshi Hose; solo refinement

Timeline

3 weeks · Winter 2025

Tools

Gravity Sketch · Rhino · KeyShot · Photoshop

Deliverables

VR model, refined Rhino model, renders

Problem

How does designing inside VR, at full scale, change the way a car is shaped?

Insight

Gravity Sketch is excellent at quick, complex geometry; Rhino excels at perfect geometry. Neither could carry the car alone.

Outcome

A race car shaped at full scale in Gravity Sketch, made precise in Rhino and rendered in KeyShot.

01 · Ideation

Three silhouettes each, then a downselect

This started as a team project with Yoshi Hose. We each designed three vehicle silhouettes in Gravity Sketch, compared all six side by side, and chose two to overlay and combine.

Chosen
Chosen
Chosen
Chosen
Decision 01

Combine two silhouettes instead of picking one

The two silhouettes overlaid in Gravity Sketch. From here, we could begin surfacing.
The two silhouettes overlaid in Gravity Sketch. From here, we could begin surfacing.
Gen 1: the first surfaced model in Gravity Sketch.
Starting assumption

One silhouette would carry the concept forward.

Evidence

[Which qualities from each silhouette were worth keeping?]

Decision

Overlay and combine two silhouettes, then begin surfacing from the merged form.

Trade-off

[What the merge cost in clarity or speed.]

Decision 02

Let full scale set the proportions

Yoshi and me sculpting the car at full scale.
Yoshi and me sculpting the car at full scale.
Checking the seat and controls from the driver's position.
Checking the seat and controls from the driver's position.
References pinned in space around the full-size model.
References pinned in space around the full-size model.
Starting assumption

Proportion could be judged on screen.

Evidence

Standing next to the 1:1 model in VR exposed seating position and driver-visibility issues a screen hid.

Decision

Lock seating, visibility and overall proportion in VR before refining surfaces.

Trade-off

Surfaces sculpted in VR stay loose, so precise geometry had to wait for Rhino.

Decision 03

Refine line flow while the form is still fast to change

Refining proportion and line flow in Gravity Sketch, with flow lines drawn over the body.
Starting assumption

The team model was ready to render.

Evidence

After the initial phase, proportion and line flow still needed work.

Decision

Continue solo in Gravity Sketch, refining proportion and line flow before committing to precise surfaces.

Trade-off

[What changed from the team version.]

02 · Workflow

Gravity Sketch for speed, Rhino for precision

Using the two in tandem was the key to this project. Gravity Sketch is excellent at quick, complex geometry: at full scale, we could sweep compound curves around the cockpit and wheels and judge them by eye, from the driver's seat. Rhino excels at perfect geometry: exact cylinders, even patterns, clean edges and crease-free surfaces. The form stayed loose and fast in VR while it was still changing, and became precise in Rhino once it had settled.

The Gravity Sketch model brought into Rhino as SubD.
The Gravity Sketch model brought into Rhino as SubD.
The same model, rebuilt with NURBS.
The same model, rebuilt with NURBS.
Decision 04

Rebuild the details as exact geometry in Rhino

Before: a crease carried over from Gravity Sketch.
Before: a crease carried over from Gravity Sketch.
After: the crease removed.
After: the crease removed.
Exhaust tips as exact cylinders.
Exhaust tips as exact cylinders.
Vent slats in an even, repeated pattern.
Vent slats in an even, repeated pattern.
The engine set into the body.
The engine set into the body.
Coilovers and suspension arms.
Coilovers and suspension arms.
Meshes split into separate parts. The rough split here would be corrected in further iterations.
Meshes split into separate parts. The rough split here would be corrected in further iterations.
A section cut through the car and driver.
A section cut through the car and driver.
Edges duplicated to trace clean panel boundaries.
Edges duplicated to trace clean panel boundaries.
Starting assumption

The Gravity Sketch model could go straight to rendering.

Evidence

Up close, the VR surfaces carried unwanted creases, and details like the exhaust, vents and suspension needed exact, repeatable shapes.

Decision

Bring the model into Rhino for final refinement: remove creases, split and cut the meshes, and model the exhaust, vent pattern, engine and coilovers precisely.

Trade-off

The handoff was heavy: the export arrived as 11,137 SubD objects, enough for Rhino to warn it might become unstable.

03 · Final design

Formula f

Final renders: KeyShot, finished in Photoshop.
Final renders: KeyShot, finished in Photoshop.
VR sculpting

Silhouettes and the full form shaped in 3D with Gravity Sketch.

1:1 ergonomics

Seating and visibility set at full scale.

Rhino precision

Creases removed; exhaust, vents and suspension modeled exactly.

KeyShot renders

Finished in Photoshop.

04 · Reflection

What I'd do next

  • [What VR made easier, and what it made harder.]
  • [What you'd push next: aero, packaging, a livery?]
  • [How you'd use this workflow again.]