There are not many videos on UA-cam that fundamentally explain the modeling of such organic, industrial forms. For me, as well as I think for many users of Plasticity, these forms cause the biggest problems. So I think you'll get more views if you preview the model you're modeling, because that's exactly what I'm looking for.
Excellent tutorial, thanks. I think what you described here about tangency and continuity is one of the most fundamental and important procedures. Subscribed!
Most excellent - Hope your Subscriber rate soon reflects your value. Just a further hint: in the sketch you can see, that George is letting the pencil strokes of the long lines overshoot / over-draw the more circular bend lines. This is exactly where you are using the extend curve function ( or straight line tool ) to achieve the tangency between curves. In Theory it is called: Build to Theoretical Edges ( sharp intersection between primary surfaces ). I always felt that it is worth meditating the play of high and low dynamics in shapes and structures of Nature. Wind | Water | Gravity
This was extremely helpful. I'm trying to make my Profile Pic as an object and it's actually very similar in shape to this object. I swear 50% of the time my lofts and patches error out. Had no idea tangency might be the issue. The Error messages on Plasticity are cryptic and disappear after about 3 seconds.
At approximately 2:00 you say you can construct the top curve with only 4 points, but then immediately appear to sub-divide the curve to give you 5 controls points without mentioning it. If true, this could lead to confusion if someone does not realise that you have done this. They might wonder why their curves do not look or react like yours. Just an observation. Thanks for the video series.
You're right, I didn't realize that I subdivided the curve by pressing a shortcut and forgot to mention it. Anyway, having 4 points is good. Thanks for pointing that out to me.
You can use the pipe tool, select the hard edges, press P to create a pipe, subtract the pipes, then try to fillet it, use the iso param tool, to pair the edges, it's not easy, but doable.
when you decide that the continuity between surfaces is not "good" enough, and you redo the joints.... How do you know? Because I am not able to distinguish it.... It seems to me that some programs that work with Nurbs, like Alias Design (I think), have a surface material, which are black and white bands, that make it easier to see that continuity... or I think that in those programs, you can see a kind of graphic attached to the curve where you can see the curvature as if they were bars.... Is there any tool similar to these in Plasticity... something that allows, to clumsy people like me, to analyze the continuity?
Hey there! So, I’ve been thinking about Plasticity 24. Not sure, but it should have this comb curvature feature that lets you check out curvature, acceleration, and all that good stuff. But then there's the Indie version, which brings in a unique zebra texture for checking curvature. I might have totally overlooked using it in my video, but I definitely should have!
I think they're referring to the reference image download link you mentioned in the video. I looked for it in the description and couldn't find it either? Great video btw!
@@Stuff-3D-creations I can't speak for everyone but I'd like it. Also, have you messed around with xNurbs? I'd love your take on when to use it over lofting.
@@Stuff-3D-creations I paid for it, he (Nick Kallen) changed the terms of the purchase after the fact (omitted features) I posted proof (screenshots) of the website changes, and he deleted all my and other peoples comments regarding the issue. I was one of the earliest paid supporters and he ripped me off.
fantastic explanation and in a pleasant and calm way
I am really Glad you liked it!
more and more interesting topics...
just a note time 6:40 you can use tool trim.
It's more convenient.
Oh sure, thanks!
There are not many videos on UA-cam that fundamentally explain the modeling of such organic, industrial forms.
For me, as well as I think for many users of Plasticity, these forms cause the biggest problems.
So I think you'll get more views if you preview the model you're modeling, because that's exactly what I'm looking for.
I'll give it a try.
Awesome, keep up the good work
Thank you, I will!!!
Excellent tutorial, thanks. I think what you described here about tangency and continuity is one of the most fundamental and important procedures. Subscribed!
You're very welcome!
Most excellent - Hope your Subscriber rate soon reflects your value. Just a further hint: in the sketch you can see, that George is letting the pencil strokes of the long lines overshoot / over-draw the more circular bend lines. This is exactly where you are using the extend curve function ( or straight line tool ) to achieve the tangency between curves. In Theory it is called: Build to Theoretical Edges ( sharp intersection between primary surfaces ). I always felt that it is worth meditating the play of high and low dynamics in shapes and structures of Nature. Wind | Water | Gravity
Wow, thank you! This theory is really fascinating.
Excellent training video!
More to come! Thanks!!
Good approach
Thanks!!
Really cool , thank’s !
No problem!!
This was extremely helpful. I'm trying to make my Profile Pic as an object and it's actually very similar in shape to this object. I swear 50% of the time my lofts and patches error out. Had no idea tangency might be the issue. The Error messages on Plasticity are cryptic and disappear after about 3 seconds.
In 99.99% of cases the errors are due to the lack of tangency.
This video, shows the importance of tangency between two points and lets you understand when and why it is necessary.
At approximately 2:00 you say you can construct the top curve with only 4 points, but then immediately appear to sub-divide the curve to give you 5 controls points without mentioning it. If true, this could lead to confusion if someone does not realise that you have done this. They might wonder why their curves do not look or react like yours. Just an observation. Thanks for the video series.
You're right, I didn't realize that I subdivided the curve by pressing a shortcut and forgot to mention it. Anyway, having 4 points is good. Thanks for pointing that out to me.
Just a comment to support the channel.
I am waiting for new videos about tangency and fundamental processes
Will upload soon, thanks, appreciated!
Thank you for the tutorial. But how would you fillet the sharp edges? It seems like that would be a problem.
You can use the pipe tool, select the hard edges, press P to create a pipe, subtract the pipes, then try to fillet it, use the iso param tool, to pair the edges, it's not easy, but doable.
My dude!! I’ve been looking for a decent course on this
Hi, have you found it?
@@Stuff-3D-creations I did I did. Thankful Reddit guy says thanks again
@@Firebadbob thank you very much guys, really appreciated.
when you decide that the continuity between surfaces is not "good" enough, and you redo the joints.... How do you know? Because I am not able to distinguish it.... It seems to me that some programs that work with Nurbs, like Alias Design (I think), have a surface material, which are black and white bands, that make it easier to see that continuity... or I think that in those programs, you can see a kind of graphic attached to the curve where you can see the curvature as if they were bars.... Is there any tool similar to these in Plasticity... something that allows, to clumsy people like me, to analyze the continuity?
Hey there! So, I’ve been thinking about Plasticity 24. Not sure, but it should have this comb curvature feature that lets you check out curvature, acceleration, and all that good stuff. But then there's the Indie version, which brings in a unique zebra texture for checking curvature. I might have totally overlooked using it in my video, but I definitely should have!
Sharp👍
Oh thanks appreciated!!!
But is it open source like Blender?
Your options are: 30 days trial, indie license $149 or studio license $299, and get 10% off at check out with this code, POLYPAUL.
what link ??
I am not quite understanding, sorry, what link?
I think they're referring to the reference image download link you mentioned in the video. I looked for it in the description and couldn't find it either? Great video btw!
Oh got it, sorry here is the link:
drive.google.com/file/d/1A20ZFQHiwUyoVheLazulieke_2nEp3OG/view?usp=sharing
Thanks, I can't wait to try it this morning. I was struggling with "lofting fails" and this helps a lot!
@@2danshepherd No worries, I wonder if a video just about tangency, would still be helpful.
@@Stuff-3D-creations I can't speak for everyone but I'd like it. Also, have you messed around with xNurbs? I'd love your take on when to use it over lofting.
Step 1: Pirate the software.
Why is that?
@@Stuff-3D-creations I paid for it, he (Nick Kallen) changed the terms of the purchase after the fact (omitted features) I posted proof (screenshots) of the website changes, and he deleted all my and other peoples comments regarding the issue. I was one of the earliest paid supporters and he ripped me off.