I don't see the reason to compare them, but rather they complement each other very well. As a Blender artist, you should most definitely incorporate Plasticity in your workflow, not ditch one in favor of the other.
true. Plasticy is useless by itself just how substance painter is useless by itself. They both need a general 3d program to actually finish any assets. Just how zbrush (even tho they do have a lot of tools for generating final assets) is always used alongside maya or blender when creating game/movie assets.
I see plasticity as a giant cad addon to blender, especially since you can send model back and forth with a single click. I saw z brush a similar way with the gob bridge.
For those that have the financial means to buy Plasticity and the knowledge in using both Plasticity and Blender - I'd say use them both! Quickly model your hard surface objects in Plasticity; then if needed, retopologize, shade, animate etc. in Blender to make a game ready model. As plasticity allows you to import files into blender, I'd say it is a very versatile workflow! Enjoy modelling y'all, let's get creative!
I agree, blender is good all rounder, but Plasticity is aimed at solving a known problem, you just can't beat that. Just like Zbrush is the top dog in terms of 3d sculpting. But just like the main comment said, if you have the money and you are serious about hard surface modelling, Plasticity looks like a better option than Blender.....Although in the end these hard surface models need to be converted to polygons for actual use...and on the videos I've seen...topology is a complete mess.
Nurbs is a completely different beast than polygon modeling, so it's apples to oranges. One of the great aspects of nurbs is that you build an idealized, mathematical model of the object, not caring about polygon count. From that, you can then generate as many polygon versions of the model as you want, at different polygon resolutions.
Plasticity is a spiritual descendant of Alias, which was used for Toy Story, Casper and many other mid 90's movies. NURBS is how production modeling was done before sub-d made polygon modeling cool. It has been entertaining watching all these videos of people's minds being blown by Plasticity; for me it's nostalgia. That said, I have to say I do like the interface... it makes NURBS fun to play with again.
@Phyonamy, Well stated all the way down to the comment on nostalgia! Few remember Alias, and the GIANT Softimage...Makes you wonder, why nurbs was preempted in the first place!
I have heard this mentioned before but of all the tutorials I've came across I can't recall any of them making organic faces and shapes. There's a gap to be filled, or maybe it's just so much easier to do in other programs now that nobody would be interested.
I am one of those old guys. I actually did do some work on those old SGI machines and did some brief alias work for some nin64 game modeling. but those tools are *extremely* primitive in my memory compared to what we use today. 3dsmax started doing nurbs in version 8 or so and Maya2 or whatever that was at the same time, but they all still had gaps (literally). You had to work really hard and have loops like you'd need in edgeloops to add details. You could not join the shoulder to the body (for example) of Jar Jar binks. ILM had to write code which would draw in the gaps at render time so that Jar Jar's whole body appeared continuous wherever it wasn't covered by clothes or something. Further back, I think the T1000 in T2 was alias NURBS too, but I heard ILM painted thousands of frames of film to fix shoulder problems in those rigged nurbs. Luckily that liquid metal look was forgiving for that kind of paint roto. I've done photoshop paint roto for TV cartoon work and my god it sux and takes a long time to do. In the games space we abandoned any NURBs work by 1999 and would punch anyone who brought it up in the years since. We had such a bad taste in our mouth. Whether it was in max, maya, or whatever, shutup with your NURBS bs. But now, Plasticity honestly looks to have solved it. Wish we had that back in the late 1900s.
@@johnathonvought7407 these children don't know what they missed. When describing the relative difficulty of certain scenes, I used to joke sarcastically that "there's no button for tree". And then there was.
I use both together every day. I think of a finished product like a smoothie. Blender, Plasticity, photoshop, and whatever else are just ingredients to making a complete drink.
Plasticity is just nurbs modeling which has been around since the early 90s or earlier. So I don't what they are doing is revolutionary in that aspect. But from an intuitive and simplicity of the interface is what they are doing which is great. But I remember using nurbs based software back in the 90s and it can be quite a task. You can also do nurbs and spline modeling in blender as well just people that use blender to do polygon modeling. If blender devs wanted to elaborate on this the tech is already built into the software people just don't use it like you are forced to do in Plascity.
Not even sure why people keep comparing Plasticity (payed) with Blender (free) and not with, say, 3ds Max. Why would you even compare nurbs/cad modeling software with poly modeling - it's like comparing pencil drawing with acrylic drawing. Who cares about anything other than the skills and the end result?
@@Ohshirho The question this video answers is which of the two pieces of software better fit your needs. Thus which one you should sink your time and money into. 3D software is compared all the time for that reason. Maya vs Blender, etc. I've sunk a fair bit of time into Blender 3D and still end up fighting topology all the time. So, I'm going to give Plasticity 3D a shot to see if there is more bang for my time. Saying there is no answer or information that is worth looking at when considering 3D software is a false and unhelpful answer.
It's CAD for artists. Very different and better imo than other nurbs programs. It's still a young software so there's some solid improvements coming in the near future
Like comparing, Krita and Inkscape. One working with bitmap the other work with vector. Both has pros and cons, you need one over the other sometime, but good to have both.
A better comparison would be Plasticity to Rhino. Blender has always had nurbs curves and surfaces, but that functionality has never been foremost among its features, nor has ease of use in that feature set ever been a priority for the user base, which is why most users tend to treat it like it doesn't exist.
As of today May 12, 2024 , out of approximately 10 video reviews of Plasticity I've watched, yours is the MOST DETAILED. I agree with you that for a beginner, Blender is good enough. For a non-beginner, Plasticity is more efficient, and more user friendly. Thank you.
So in short. Modeling through curves, as in Plasticity, is better for developing engineering projects because the programs where the parts are made convert this type of modeling well. Meanwhile, polygon modeling allows for greater diversity, the correct application of topology, textures, etc., which programs for games, cinema and design end up needing this type of modelling. Did I understand correctly ?? ??
Pretty much, I'd consider learning plasticity purely for hard surface models and do everything else in blender. I personally don't render in blender too much, prefer to do that in ue5
One thing you left out in the consideration is what type of 3d work you plan on doing. Even in the cad world, they give us cad models with bad topology and you have to clean that up in something like Blender or 3d coat. Despite being a "cad" like software that uses nurbs the same way they do, I don't think you can bring in finished cad models to plasticity, yet. I could be wrong and that could change. But for me, ironically I have to edit these cad exports in non-cad software. The other side of topology work is photogrammetry. You can not, as yet, import images to generate a nurbs model, you can only do photogrammetry and photogrammetry like work in software that uses polygons or voxels, not nurbs.
As an industrial designer, I wouldn't compare these two. Both are useful for concept design. For some projects, I use ZBrush, for others I use Blender, Rhino, Plasticity, Grasshopper(Rhino) or/and Solidworks.
You should be comparing Plasticty against, other cad software, like MS 360 or Solidworks. Blender is a totally different software package all together.
blender has NURBS and sometimes you want polygonal editing, because then the topology transforms along with the shape. cad-style generally samples meshes at the end, which gives you less control
I used Plasticity demo and its good tool but the output polygon mesh is pretty useless. $299 is too expensive for an indie made software with uncertain future. Might be good for 3d printing but i think its better to stick with Blender for any practical use case modelling for games and/or animation.
I'm a Blender user, doing only models for games,real time viewers etc., but I find Plasticity as the missing piece in my hard surface modeling workflow when I need to bake down to low poly. About the mesh that can be exported - the options for manipulating the topology are quite vast and after quickly removing some fillets you can export very clean low poly model with quads or just ngons. That can be imported further to Blender and edited, unwraped etc. This is perfect workflow for any high detailed complex shapes such as weapons. For simpler mid poly models wihout baking, I would still stick to Blender.
As a game artist i see no reason to use and pay for Plasticity I'm making game-ready assets and blender is more than enough for me and the pipeline to unreal is so amazing now if you know what you are doing.
I love modelling in plasticity. It’s so intuitive. I want to model in plasticity and shade in blender but I haven’t found any videos on UA-cam doing that.
The license limitation and a bit the price tag holds me back to buy. Same like 3dcoat history!!! Blender with some addons brings a lot! And finally you still need to rework your exports from plasticity within blender especially for game assets!
can't get use to it after CAD. I do functional parts for 3d printing and i feel really uncomfortable having changes applied permanently without timeline and option to change sketches, dimensions, restrictions.
BLender isn't improving its modeling tools much these days, they don't have a developer that works on modeling. But maybe if more uses actually contributed to the Blender development fund, they might be able to hire someone. Pablo on the weekly livestream is talking about how the fund is going down because so few users contribute.
To be fair they give them little reasons to contribute, I think it'll be cool if they make a milestone system, for example if we get X amount, we'll improve modeling... etc
Plasticity is like Rhinoceros, Sketchup and MOI, parametric CAD modeling. Blender is like Maya and Max, polygon modelers. Both have their advantages and disadvantages as well. Both great apps.
modeling is not much changed in default blender....you need plugz to make it well relevant....plast is amazing, for hard surf. i love coat and zb as well. nodes are cool but they take time to learn. cover hyper cursor by machine tools soon out. there is also a new distance field modeling ap coming to blender too. based on vols
I was able to prototype my idea in plasticity fully and many different variable versions of it after a week in plasticity. After a week with blender I can make a box and a triangle on top to resemble a construction paper house. I'll stick to plasticity
Софт может и хороший но Блендер он не заменит. Видео похоже на рекламу Пластисити, чем на честное сравнение. Чё все по Rhino забыли, хотя он даже лучше этой пластисити? Или Moi? Просто переоцененная хрень про которую через месяцок уже забудут
Going from Blender to Plasticity was not straightforward for me since I don't use the default keybinds. How hard is it to make every shortcut customizable?
Apples to oranges. A NURBS modeler is superior to a poly modeler in many regards, which is nothing new. I'm not sure what's all the buzz around plasticity. There's Moi 3D, which is older and more advanced than plasticity, and than there's Rhino, which is waaay more advanced than either of the two.
just found plasticity. it seems more fluid compared to blender - and that's with hard-ops/mesh machine, etc. I'm gonna play around with creating organic hard surfaces in plasticity and exporting to blender for getting ready for game assets. it certainly seems more fun in plasticity.
Blender is a vertex editing and visualization tool. Do you like individually dragging around thousands of vertices to try to simulate objects, well then, Blender is for you.
I'll say that it is very good that new software comes up and challenge those on the market. It gives more options to users and a reality check to other software makers.
Plasticity is a really great tool for CAD, but the problem with it is that it's destructive. It doesn't have a non-destructive pipeline which prevents me from using it.
Extensible Rhino would be great if that's what they're going for. Most folks who started with Blender (tons now) probably only know NURBS as an "extra", and it kinda takes an app that's built around them to appreciate the need.
Rhino is much more advanced than Plasticity. Rhino is the Godfather of Nurbs modelling. The complexity of models you can do with rhino, is brutal. Sadly the interface was always against all my brain logic, similar to 3dcoat, so i never got warm with this software. But i know people who design professional with rhino, for car industry and others, and they produce concept designs, that you will have problems to reproduce even in Modo, which is known for a very capable modeler.
In blender if you want to get a fast workflow for hard surface you would also use paid addons. Stop trying to be a blender elitist and realise that you cant create a masterpiece using just a hammer
Blender being free software is nice to have for hobbyists, but is (almost) completely irrelevant for professionals. Professionals will and want to use the best tool for a certain task, not favor the "free" tool simply because its free. I personally do not see a use for Plasticity for me, because I need models with perfect topology that deform well in Blender. Certain kinds of models are simpler to build in Plasticity and pleasant to look at with those perfectly smooth surfaces, but the question is what the models will be used for in the end. What do I do with the completed Plasticity model? That perfect nurbs surface doesn't help when I need a highly optimized polygon object, and it comes across in Blender as an object with completely messed up topology with a gazillion triangles. Noone wants to work with models like that, lay out UVs ect will be a pain. And if I need to completely retopologize the model in Blender anyway, there is no reason to build that perfectly smooth model in Plasticity in the first place that is useless in any other application but Plasticity. I can simply build it in Blender very roughly with booleans, sculpted elements and what not, and retopolozize that.
Umm, are you sure about those parasolids? My understanding is Parasolid is the geometric modeling kernel Plasticity is built on. (I.e. there is no plural "parasolids.")
Plasticity will never be as good or on the same level as blender, sheerly for the fact i can do with blender, literally nearly any kind of content creation. And blender will always be free.
Good video as always. But I must say I have become så tired of hearing the (However) word scince chatgpt got implemented markers in their text. Not saying this i ai generated of course.
Comparar Plasticity con Blender no me parece correcto; es como comparar peras con naranjas. Creo que es mejor compara Plasticity con SolidThinking, Rhinoceros, Alias Studio (este ultimo tienen origen en Alias Systems Corporation (Alias|Wavefront). El modelado directo de Plasticity se parece al de Synchronous Technology | Solid Edge - Siemens; claro comparten el mismo kernel parasolid. A Blender seria bueno incorporar algo mas de desarrollo cad paramétrico y mas desarrollo nurbs.
Better comparing plasticity vs moi3d, blender is a whole pacage, comparing them is not just silly, it's stupid, because blender is free, it should be in everyone's arsenal
both versatile as they are in different role no comparison needed period
if you can transfer objects from one another you can use both
@@johnpatrickpal-ing8302 Blender bridge soon in Plasticity ;)
@@johnpatrickpal-ing8302 You can't. Plasticity produces crap results, and is useless. I guess this is paid ad.
I don't see the reason to compare them, but rather they complement each other very well. As a Blender artist, you should most definitely incorporate Plasticity in your workflow, not ditch one in favor of the other.
true. Plasticy is useless by itself just how substance painter is useless by itself. They both need a general 3d program to actually finish any assets. Just how zbrush (even tho they do have a lot of tools for generating final assets) is always used alongside maya or blender when creating game/movie assets.
The thing with Plasticity is there top subscription being 299€ and locked to 4 machines, unlike just unlocked.
I get what you're saying, but plenty of tasks are happy to end up with NURBS models, so Plasticity isn't useless by itself. @@bobsteven2363
@@Dianaranda123atleast you’re paying just once. It’s not a monthly or yearly thing
I see plasticity as a giant cad addon to blender, especially since you can send model back and forth with a single click. I saw z brush a similar way with the gob bridge.
I’ve worked in industry for twenty years and I can tell you that comparing these two is like comparing a guitar to a bicycle. Pointless.
Can anyone tell me about the software that can create good model from photo or camera?
@@irfaneali what do you want to model?
Sorry for being late, i want the software to build model for anything in home like utensils, rat, spider, bike etc to use for animation.
@@fullyleadedfurthermore, i think, i can use camera to construct 3d model for product visualization.
But i don't know the software for it.
@@irfaneali Have you tried Blender 3d? Its a super intruitive software with PLENTY of free tutorials on how to use it?
For those that have the financial means to buy Plasticity and the knowledge in using both Plasticity and Blender - I'd say use them both! Quickly model your hard surface objects in Plasticity; then if needed, retopologize, shade, animate etc. in Blender to make a game ready model. As plasticity allows you to import files into blender, I'd say it is a very versatile workflow! Enjoy modelling y'all, let's get creative!
Just buy HOPS?
cool
I agree, blender is good all rounder, but Plasticity is aimed at solving a known problem, you just can't beat that. Just like Zbrush is the top dog in terms of 3d sculpting. But just like the main comment said, if you have the money and you are serious about hard surface modelling, Plasticity looks like a better option than Blender.....Although in the end these hard surface models need to be converted to polygons for actual use...and on the videos I've seen...topology is a complete mess.
Blender suck though, hard pass
Nurbs is a completely different beast than polygon modeling, so it's apples to oranges. One of the great aspects of nurbs is that you build an idealized, mathematical model of the object, not caring about polygon count. From that, you can then generate as many polygon versions of the model as you want, at different polygon resolutions.
guy had the audacity to say that plasticity invented nurbs modeling lmfao
You can say it again!! No comparison possible, you can't compare purely mathematical things with raw polygonal modeling, no sense!
bro u are like the guy at the end of the video that comments on 2 creators beef bro stfu@@Stuff-3D-creations
😂
Nurbs is crap. Looks cool, does not work.
4:06 Everything is smooth, free of hard edges (pictures cybertruck) LOL
😂😂😂😂😂😂😂😂😂😂😂😂
Plasticity is a spiritual descendant of Alias, which was used for Toy Story, Casper and many other mid 90's movies. NURBS is how production modeling was done before sub-d made polygon modeling cool. It has been entertaining watching all these videos of people's minds being blown by Plasticity; for me it's nostalgia. That said, I have to say I do like the interface... it makes NURBS fun to play with again.
@Phyonamy, Well stated all the way down to the comment on nostalgia! Few remember Alias, and the GIANT Softimage...Makes you wonder, why nurbs was preempted in the first place!
I have heard this mentioned before but of all the tutorials I've came across I can't recall any of them making organic faces and shapes. There's a gap to be filled, or maybe it's just so much easier to do in other programs now that nobody would be interested.
I am one of those old guys. I actually did do some work on those old SGI machines and did some brief alias work for some nin64 game modeling. but those tools are *extremely* primitive in my memory compared to what we use today. 3dsmax started doing nurbs in version 8 or so and Maya2 or whatever that was at the same time, but they all still had gaps (literally). You had to work really hard and have loops like you'd need in edgeloops to add details. You could not join the shoulder to the body (for example) of Jar Jar binks. ILM had to write code which would draw in the gaps at render time so that Jar Jar's whole body appeared continuous wherever it wasn't covered by clothes or something. Further back, I think the T1000 in T2 was alias NURBS too, but I heard ILM painted thousands of frames of film to fix shoulder problems in those rigged nurbs. Luckily that liquid metal look was forgiving for that kind of paint roto. I've done photoshop paint roto for TV cartoon work and my god it sux and takes a long time to do. In the games space we abandoned any NURBs work by 1999 and would punch anyone who brought it up in the years since. We had such a bad taste in our mouth. Whether it was in max, maya, or whatever, shutup with your NURBS bs. But now, Plasticity honestly looks to have solved it. Wish we had that back in the late 1900s.
@@johnathonvought7407 these children don't know what they missed. When describing the relative difficulty of certain scenes, I used to joke sarcastically that "there's no button for tree". And then there was.
@@johnathonvought7407 Your post brings back memories with the mention of SGI and Alias....Can you imagine having the tools we have today back then?
I use both together every day. I think of a finished product like a smoothie. Blender, Plasticity, photoshop, and whatever else are just ingredients to making a complete drink.
Plasticity is just nurbs modeling which has been around since the early 90s or earlier. So I don't what they are doing is revolutionary in that aspect. But from an intuitive and simplicity of the interface is what they are doing which is great. But I remember using nurbs based software back in the 90s and it can be quite a task.
You can also do nurbs and spline modeling in blender as well just people that use blender to do polygon modeling. If blender devs wanted to elaborate on this the tech is already built into the software people just don't use it like you are forced to do in Plascity.
Not even sure why people keep comparing Plasticity (payed) with Blender (free) and not with, say, 3ds Max. Why would you even compare nurbs/cad modeling software with poly modeling - it's like comparing pencil drawing with acrylic drawing. Who cares about anything other than the skills and the end result?
@@Ohshirho So which software would you compare Plasticity to?
@@Michael-oy2ng I wouldn't
@@Ohshirho The question this video answers is which of the two pieces of software better fit your needs. Thus which one you should sink your time and money into. 3D software is compared all the time for that reason. Maya vs Blender, etc.
I've sunk a fair bit of time into Blender 3D and still end up fighting topology all the time. So, I'm going to give Plasticity 3D a shot to see if there is more bang for my time.
Saying there is no answer or information that is worth looking at when considering 3D software is a false and unhelpful answer.
It's CAD for artists. Very different and better imo than other nurbs programs. It's still a young software so there's some solid improvements coming in the near future
Like comparing, Krita and Inkscape.
One working with bitmap the other work with vector.
Both has pros and cons, you need one over the other sometime, but good to have both.
that's a good analogy
A better comparison would be Plasticity to Rhino.
Blender has always had nurbs curves and surfaces, but that functionality has never been foremost among its features, nor has ease of use in that feature set ever been a priority for the user base, which is why most users tend to treat it like it doesn't exist.
For single assets-plasticity
For complete scene-Blender
naw, Try Blender addon : Hardops/Boxcutter.
@_casg I have tried it and used it extensively but it is not at par with plasticity
As of today May 12, 2024 , out of approximately 10 video reviews of Plasticity I've watched, yours is the MOST DETAILED. I agree with you that for a beginner, Blender is good enough. For a non-beginner, Plasticity is more efficient, and more user friendly. Thank you.
So in short.
Modeling through curves, as in Plasticity, is better for developing engineering projects because the programs where the parts are made convert this type of modeling well.
Meanwhile, polygon modeling allows for greater diversity, the correct application of topology, textures, etc., which programs for games, cinema and design end up needing this type of modelling.
Did I understand correctly ?? ??
Pretty much, I'd consider learning plasticity purely for hard surface models and do everything else in blender. I personally don't render in blender too much, prefer to do that in ue5
Even for games I'd still consider making highpoly hard surface stuff with plasticity and just using blender or whatever to retopo
@@Daposun so can I model hard surface sci-fi drones in plasticity? and might render it in blender? any suggestions
@@TusharSharma-nw6gq bro try Hardops/boxcutter youre project isn't meant for plasticity since its not a cad base project. It's concept art.
One thing you left out in the consideration is what type of 3d work you plan on doing. Even in the cad world, they give us cad models with bad topology and you have to clean that up in something like Blender or 3d coat. Despite being a "cad" like software that uses nurbs the same way they do, I don't think you can bring in finished cad models to plasticity, yet. I could be wrong and that could change. But for me, ironically I have to edit these cad exports in non-cad software. The other side of topology work is photogrammetry. You can not, as yet, import images to generate a nurbs model, you can only do photogrammetry and photogrammetry like work in software that uses polygons or voxels, not nurbs.
I've used Blender for years for modeling, and 3 months ago I tried Plasticity... Now I'll never touch Blender again.
Plasticity + Modo for mapping, animating, etc . I used to work in blender too, but modo way more simplier, and plasticity way more powerful
As an industrial designer, I wouldn't compare these two. Both are useful for concept design. For some projects, I use ZBrush, for others I use Blender, Rhino, Plasticity, Grasshopper(Rhino) or/and Solidworks.
I tried both. I don't really think about situations that would imply me going with plasticity instead of blender
i use them together now. best workflow for a cad. best workflow in blender in general. double barreled now 😎🥂
You should be comparing Plasticty against, other cad software, like MS 360 or Solidworks. Blender is a totally different software package all together.
blender has NURBS and sometimes you want polygonal editing, because then the topology transforms along with the shape. cad-style generally samples meshes at the end, which gives you less control
I used Plasticity demo and its good tool but the output polygon mesh is pretty useless. $299 is too expensive for an indie made software with uncertain future. Might be good for 3d printing but i think its better to stick with Blender for any practical use case modelling for games and/or animation.
Yaaah I show hyper cursor addon. It will change modeling in blender. cad modeling is good but sometimes we needs poly gones.
I'm a Blender user, doing only models for games,real time viewers etc., but I find Plasticity as the missing piece in my hard surface modeling workflow when I need to bake down to low poly. About the mesh that can be exported - the options for manipulating the topology are quite vast and after quickly removing some fillets you can export very clean low poly model with quads or just ngons. That can be imported further to Blender and edited, unwraped etc. This is perfect workflow for any high detailed complex shapes such as weapons. For simpler mid poly models wihout baking, I would still stick to Blender.
I know this one: Both! (if you like/need the CAD-NURBS thing). Coming soon: Bread vs Butter!
As a game artist i see no reason to use and pay for Plasticity I'm making game-ready assets and blender is more than enough for me and the pipeline to unreal is so amazing now if you know what you are doing.
01:00
Holy moly, that's so smooth 😮
love the young adults these days! they are so creative and hardworking. its very inspiring
OK, but when you finish the 3D model on Plasticity does is create the poligons so you can export it to blender or Unreal?
I love modelling in plasticity. It’s so intuitive. I want to model in plasticity and shade in blender but I haven’t found any videos on UA-cam doing that.
Very informative video . I was so confused by plasticity gaining popularity but not anymore
A bit off topic. But what is happening at 0:15 with the motorcycle where several meshes are merged with smooth transitions?
Put it on the iPad... I would buy it in a heartbeat... We need something to compete with Shapr3d which is way over price for a hobbyist.
that's what I was thinking
The license limitation and a bit the price tag holds me back to buy. Same like 3dcoat history!!! Blender with some addons brings a lot! And finally you still need to rework your exports from plasticity within blender especially for game assets!
yes its just not worth it
can't get use to it after CAD. I do functional parts for 3d printing and i feel really uncomfortable having changes applied permanently without timeline and option to change sketches, dimensions, restrictions.
3:05 i dont wanna sound rude or something but specially "details" sounded quite funny
Just create "Plasticity addone" for Blender? What do you think?
BLender isn't improving its modeling tools much these days, they don't have a developer that works on modeling. But maybe if more uses actually contributed to the Blender development fund, they might be able to hire someone. Pablo on the weekly livestream is talking about how the fund is going down because so few users contribute.
To be fair they give them little reasons to contribute, I think it'll be cool if they make a milestone system, for example if we get X amount, we'll improve modeling... etc
I found that they are amazing to use together. I love both.
It would be good to see how models are exported from plasticity for use in substance and game engines. Not seen any videos on that.
No reason try and justify why one or the other is "better", they both are incredible tools and both are powerful in their own ways.
Plasticity is like Rhinoceros, Sketchup and MOI, parametric CAD modeling. Blender is like Maya and Max, polygon modelers. Both have their advantages and disadvantages as well. Both great apps.
modeling is not much changed in default blender....you need plugz to make it well relevant....plast is amazing, for hard surf. i love coat and zb as well. nodes are cool but they take time to learn. cover hyper cursor by machine tools soon out. there is also a new distance field modeling ap coming to blender too. based on vols
Hasn't watched the video yet but how tf would u compare cad software and polygonal modeling software
vs why?.. diferents workflows.. Depending the situation you can use one of other software.. I work with blender and fusion 360 perfectly.
I'm glad you made this video.
And how can i use the models made in plasticity?
I was able to prototype my idea in plasticity fully and many different variable versions of it after a week in plasticity.
After a week with blender I can make a box and a triangle on top to resemble a construction paper house.
I'll stick to plasticity
I would use plastic for printing and blender for assets, i couldnt imagine the Headaches when converting the curves into polygons
For me, Blender will all ways win. FREE, nuff said?
The better thing is integrate the same systsm like CAD Modeling in blender i also suggested this thing 2 - 3 years old back in Rclick select !
I use Plasticity to have more control over client CAD files to bring them into Blender, I highly recommend it! :)
Софт может и хороший но Блендер он не заменит.
Видео похоже на рекламу Пластисити, чем на честное сравнение.
Чё все по Rhino забыли, хотя он даже лучше этой пластисити?
Или Moi?
Просто переоцененная хрень про которую через месяцок уже забудут
Going from Blender to Plasticity was not straightforward for me since I don't use the default keybinds. How hard is it to make every shortcut customizable?
Apples to oranges. A NURBS modeler is superior to a poly modeler in many regards, which is nothing new. I'm not sure what's all the buzz around plasticity. There's Moi 3D, which is older and more advanced than plasticity, and than there's Rhino, which is waaay more advanced than either of the two.
Its not a VS. its a partnership.
Blender should buy out Plasticity and integrate it to their suite 😊
No way! they will kill Plasticity(
@@mishalw210 It´s a joke. Looking forward for that Blender>Plasticity>Blender bridge, though.
just found plasticity. it seems more fluid compared to blender - and that's with hard-ops/mesh machine, etc. I'm gonna play around with creating organic hard surfaces in plasticity and exporting to blender for getting ready for game assets.
it certainly seems more fun in plasticity.
Blender is a vertex editing and visualization tool. Do you like individually dragging around thousands of vertices to try to simulate objects, well then, Blender is for you.
Thanks for putting this out. It looks like plasticity does all the things I wanted blender to do but without the polygon hassle.
In 3D, there is no reason stick to one software. Use all available tools to create your masterpiece.
I'll say that it is very good that new software comes up and challenge those on the market. It gives more options to users and a reality check to other software makers.
can i create 3d text in plasticity?
Plasticity is a really great tool for CAD, but the problem with it is that it's destructive. It doesn't have a non-destructive pipeline which prevents me from using it.
Plasticity looks to be the illustrator of the 3d world
Can anyone tell me about the software that can create good model from photo or camera?
You mean to generate a 3d model from a few photos?
this looks a good replacement for zbrush hard surface honestly
Extensible Rhino would be great if that's what they're going for. Most folks who started with Blender (tons now) probably only know NURBS as an "extra", and it kinda takes an app that's built around them to appreciate the need.
Rhino is much more advanced than Plasticity. Rhino is the Godfather of Nurbs modelling. The complexity of models you can do with rhino, is brutal. Sadly the interface was always against all my brain logic, similar to 3dcoat, so i never got warm with this software. But i know people who design professional with rhino, for car industry and others, and they produce concept designs, that you will have problems to reproduce even in Modo, which is known for a very capable modeler.
Please make a video about anime VFX in blender and how can I make a 2.5d animation ( in blender and max )
plasticity is not free
¿what kind of vs is ?
Plasticity can never be compared to blender. because the fact Plasticity is Paid already lost the competition.
And yet you still need to pay to get decent tools. They're not similar therefore you can't compare them in the first place.
In blender if you want to get a fast workflow for hard surface you would also use paid addons. Stop trying to be a blender elitist and realise that you cant create a masterpiece using just a hammer
To losers. Nothing wrong with paying for software. Unless you're just an eternal hobbyist.
"Not this one..." 😂😂😂
I hope they add 3dmouse support soon
Blender being free software is nice to have for hobbyists, but is (almost) completely irrelevant for professionals. Professionals will and want to use the best tool for a certain task, not favor the "free" tool simply because its free.
I personally do not see a use for Plasticity for me, because I need models with perfect topology that deform well in Blender. Certain kinds of models are simpler to build in Plasticity and pleasant to look at with those perfectly smooth surfaces, but the question is what the models will be used for in the end. What do I do with the completed Plasticity model?
That perfect nurbs surface doesn't help when I need a highly optimized polygon object, and it comes across in Blender as an object with completely messed up topology with a gazillion triangles. Noone wants to work with models like that, lay out UVs ect will be a pain. And if I need to completely retopologize the model in Blender anyway, there is no reason to build that perfectly smooth model in Plasticity in the first place that is useless in any other application but Plasticity. I can simply build it in Blender very roughly with booleans, sculpted elements and what not, and retopolozize that.
why not both, if you can transfer objects from one another you can use both
Oh how i love one-time purchases. TAKE MY MONEY!
Thank you very much for this video, excellent! Greetings!
Plasticity is future for hard surface modeling
Like comparing a boxer to a wrestler. Get them both on the same side, they work together. You dont pick one over the other
as a rhino modeller I am very keen to try plasticity
Umm, are you sure about those parasolids? My understanding is Parasolid is the geometric modeling kernel Plasticity is built on.
(I.e. there is no plural "parasolids.")
i've been itching to blender to do better nurbs
pero y plasticity debido a su estilo de modelado mejor debería compararse con solidworks o inventor
Plasticity will never be as good or on the same level as blender, sheerly for the fact i can do with blender, literally nearly any kind of content creation. And blender will always be free.
Awesome video bro
Wrong comparison - Moi3d vs Plasticity
Both are insane
MOI 3D?
Good video as always. But I must say I have become så tired of hearing the (However) word scince chatgpt got implemented markers in their text. Not saying this i ai generated of course.
With better controls for dense mesh export for 3d printing... And precision scaling of elements... Then I'll get plasticity.
"inventing a new category of 3d software" drop the crack m8
Not sure why they are comparing these as one is free one is not
Comparar Plasticity con Blender no me parece correcto; es como comparar peras con naranjas. Creo que es mejor compara Plasticity con SolidThinking, Rhinoceros, Alias Studio (este ultimo tienen origen en Alias Systems Corporation (Alias|Wavefront). El modelado directo de Plasticity se parece al de Synchronous Technology | Solid Edge - Siemens; claro comparten el mismo kernel parasolid. A Blender seria bueno incorporar algo mas de desarrollo cad paramétrico y mas desarrollo nurbs.
cut three months later, new blender update, no need for Plasticity.
Both are the GOAT. But in my opinion I vote plasticity the best in hard surface modeling
It's getting popular to compare Blender and Plasticity xD
Better comparing plasticity vs moi3d, blender is a whole pacage, comparing them is not just silly, it's stupid, because blender is free, it should be in everyone's arsenal
nurbs are old now soo
Is plasticity the new and better fusion 360?
It's CAD but fore artists. Not as clunky as Fusion
indeed it clarified. the difference
For modeling, 100%.
Plasticity's Subscription based model makes in Ez Hard Pass.
It's a one time purchase software bro
with only upgrades for a year ,thats bullshit@@fingfufar9878