I absolutely love Plasticity. I bought it personal to have something at home to draw with as my CAD, solidworks and Rhino are work licenses. It turns out Plasticity can do stuff way easyer than eg. Rhino. What people struggle with in Rhino is closing curves. its a dream in Plasticity. I hope more tools will come to Plasticity over time.. its a drastic development. completely worth the price either for cheapest version or studio version.
I literally just had to do boolean2objects in Rhino which fails (solids, closed polysurfaces), and I brought the objects into plasticity and boolean works just fine. great to have 2 cad programs to do things
@@sveinjohansen6271 it is amazing too if the programs are both built on parasolid. Like if you bring something from fusion to plasticity and a fillet works fine in Plasticity but fails in Fusion :)
I would love to see a UA-cam discussion with you and Artisans of Vaul. You are both very experienced modelers but he prefers to do hardsurface modeling in Blender rather than Plasticity (he has done a video on why he prefers Blender).
its good, but requires a lot of optimization for LP after u export from plasticity) If they improve export algorithm in better way its gonna be a game changer yes!
Honestly the Settings just need a bit of tweaking, don't micro fillet... and if you want to speed things up you can use my plugin for optimizing n-gone meshes :D blendermarket.com/products/n-gone
It’s easier to optimize CAD than optimizing quads of the same details, IMO. Ya just need to experiment more with the settings. Granted I don’t optimize out of Plasticity, I do it all interactively within 3rd Max.
when you press F your tool selection window looks quite different to mine in the sense that im missing the icons or quick buttons at the top before the list itself? I just purchased the studio version but im wondering if im missing something.
I haven't actually quit blender lol, but for the vast majority of hard surface work I have been using plasticity for some time now, as it's quicker, easier, designed for this purpose. Ps. I used geo nodes just last week to create a building generator to help some game devs speed up their level design
Yeah that is way off, as @takerefuge3d says it only requires a little bit of tweaking and you are done. This has been the argument for years in Game Dev... stuff never changes. People still using Sub-D modeling will be left behind in a few years.
Plasticity can never replace Blender. Maybe only for you because you don't use the rest of the possibilities in Blender. They are completely different programs for modeling. Blender offers endless possibilities. For character modeling and rigging, textures, animation, rendering, that is not possible with Plasticity. After a year you have to pay maintenance if you want to continue to receive updates from Plasticity. I use both programs, it just depends on what purpose I need it for.
Yup, but in the first 10s of the video he said only for hard surface modeling :) Plasticity isn't trying to do any of those other things. So many other programs bloat and try to do it all rather than being really good at one thing.
@@LearnEverythingAboutDesign I understand that Plasticity focuses on constructing a model. But the name Blender also literally says a mix of everything. Just like Houdini, you don't need any other software. Of course I am a fan of using different programs. I am happy with Plasticity myself but I need other programs for my purposes.
You're absolutely right, and all though I haven't actually quit blender at all it's still where I spend a good majority of my time, but if I'm gonna need to make a hard surface prop there's no way I'm spending hours pushing and pulling verts when I can just use plasticity up do the same thing but better in minutes
I personally don't like learning too Many softwares, I think it leads to being good at Many things, but not being an expert in Any. I find that, if you take out time to really learn one or two softwares, you are good to go. I feel like the moment people meet a hiccup in a software, they learn something that does it a little faster; and that is to me not really how you learn.
@@achenyouchenyo4862 I will add that I partially agree with this. I have trained people in at least half a dozen CAD programs over the last 15 years as well as am a consultant and do design work for clients. Depending on the industry there is often a software requirement. Being able to apply your knowledge across multiple programs is actually a big component. If a client doesn't care what you use, then whatever program makes sense is good. However is a client requires a native file from a program then you either work in that or don't take the job. many of the workflows/concepts are not program specific so being able to apply them can be a huge asset. With plasticity vs blender though, Blender doesn't claim to be a BREP/NURBS CAD system. There are just things that are easier to do in a cad program. If you could model something in 5min in Plasticity that would take you an hour to get right in Blender you have to weigh those options. There are tasks i can do in one CAD program way easier than another, and if a client doesn't specify I pick the best one.
I've been using Blender for 8 years but I can say plasticity makes many things easier especially for hard surface modeling
I absolutely love Plasticity. I bought it personal to have something at home to draw with as my CAD, solidworks and Rhino are work licenses. It turns out Plasticity can do stuff way easyer than eg. Rhino. What people struggle with in Rhino is closing curves. its a dream in Plasticity.
I hope more tools will come to Plasticity over time.. its a drastic development. completely worth the price either for cheapest version or studio version.
I literally just had to do boolean2objects in Rhino which fails (solids, closed polysurfaces), and I brought the objects into plasticity and boolean works just fine. great to have 2 cad programs to do things
@@sveinjohansen6271 it is amazing too if the programs are both built on parasolid. Like if you bring something from fusion to plasticity and a fillet works fine in Plasticity but fails in Fusion :)
You can run the export through 3DCoat, it cleans up the poly
you need to buy 3d coat as well)
@aleksei7479 Sorry, I meant 3DCoatPrint. It is free
@@proceduralcoffee go to the doctor dude))
@@proceduralcoffee🎉👐👐. THANK YOU!
which one better at cleaning 3d coat or moi3d?
I would love to see a UA-cam discussion with you and Artisans of Vaul. You are both very experienced modelers but he prefers to do hardsurface modeling in Blender rather than Plasticity (he has done a video on why he prefers Blender).
its good, but requires a lot of optimization for LP after u export from plasticity) If they improve export algorithm in better way its gonna be a game changer yes!
Honestly the Settings just need a bit of tweaking, don't micro fillet... and if you want to speed things up you can use my plugin for optimizing n-gone meshes :D blendermarket.com/products/n-gone
Then you should check out his NGon Plugin. :)
It’s easier to optimize CAD than optimizing quads of the same details, IMO. Ya just need to experiment more with the settings. Granted I don’t optimize out of Plasticity, I do it all interactively within 3rd Max.
i tried to learn it, but i found it very hard.
Been watching your other videos, so I knew immediately that this was going to be a Plasticity video 😁
😁
when you press F your tool selection window looks quite different to mine in the sense that im missing the icons or quick buttons at the top before the list itself? I just purchased the studio version but im wondering if im missing something.
Right click any command to set as favourite
Interesting..
Super video. Sadly the content is WAY out of my league as I can't model in any software at all -yet! 😁
Keep practising it and celebrate the small victories!
Quitting blender while GN is growing. Think about parametric modeling or light your props. Plasticity is good, blender is powerful.
I haven't actually quit blender lol, but for the vast majority of hard surface work I have been using plasticity for some time now, as it's quicker, easier, designed for this purpose.
Ps.
I used geo nodes just last week to create a building generator to help some game devs speed up their level design
Exported topology and normals are so bad it's completely unusable in a professional project.
I disagree with that, it just needs some tweaking like any boolean workflow does
Yeah that is way off, as @takerefuge3d says it only requires a little bit of tweaking and you are done. This has been the argument for years in Game Dev... stuff never changes. People still using Sub-D modeling will be left behind in a few years.
is 3d printing not a professional product? Perfect topology not relevant there.
@@anab0lic I have printed quite a few models from Plasticity, what is the issue you are having or dont understand?
yeah i hate clickbaits... take your dislike papu XD
Well I did ask for it!
Plasticity can never replace Blender. Maybe only for you because you don't use the rest of the possibilities in Blender. They are completely different programs for modeling. Blender offers endless possibilities. For character modeling and rigging, textures, animation, rendering, that is not possible with Plasticity. After a year you have to pay maintenance if you want to continue to receive updates from Plasticity. I use both programs, it just depends on what purpose I need it for.
Yup, but in the first 10s of the video he said only for hard surface modeling :) Plasticity isn't trying to do any of those other things. So many other programs bloat and try to do it all rather than being really good at one thing.
@@LearnEverythingAboutDesign I understand that Plasticity focuses on constructing a model. But the name Blender also literally says a mix of everything. Just like Houdini, you don't need any other software. Of course I am a fan of using different programs. I am happy with Plasticity myself but I need other programs for my purposes.
You're absolutely right, and all though I haven't actually quit blender at all it's still where I spend a good majority of my time, but if I'm gonna need to make a hard surface prop there's no way I'm spending hours pushing and pulling verts when I can just use plasticity up do the same thing but better in minutes
I personally don't like learning too Many softwares, I think it leads to being good at Many things, but not being an expert in Any.
I find that, if you take out time to really learn one or two softwares, you are good to go.
I feel like the moment people meet a hiccup in a software, they learn something that does it a little faster; and that is to me not really how you learn.
@@achenyouchenyo4862 I will add that I partially agree with this. I have trained people in at least half a dozen CAD programs over the last 15 years as well as am a consultant and do design work for clients. Depending on the industry there is often a software requirement. Being able to apply your knowledge across multiple programs is actually a big component. If a client doesn't care what you use, then whatever program makes sense is good. However is a client requires a native file from a program then you either work in that or don't take the job. many of the workflows/concepts are not program specific so being able to apply them can be a huge asset.
With plasticity vs blender though, Blender doesn't claim to be a BREP/NURBS CAD system. There are just things that are easier to do in a cad program. If you could model something in 5min in Plasticity that would take you an hour to get right in Blender you have to weigh those options. There are tasks i can do in one CAD program way easier than another, and if a client doesn't specify I pick the best one.