@@tomlaionyt Hey Thomas! Shift+X= Delete selected face. Then i use patch command to close the resultant hole with G1 and G2 curvature on the sides. Hope it helps!
The tutorial looks good, but you should put in the title that this was modeled with the XNURBS version of Plasticity!! There are some user working with the non XNURBS version of Plasticity.
Thanks for the observation friend! In the video description clearly says that: XNurbs is used in the modeling process. The tittle Will be to long. Sorry for my english 😂
I'm glad you liked it man! In the next video, I will try to show the two workflows, (Patch / Loft) and XNurbs. They are practically the same, except that XNurbs is a little easier but in general it is 90% the same. If you allow me some advice: go for the STUDIO version when you can if you want to do (organic) modeling. If you're only going to make very angular objects, stay with INDIE. Sorry for my english, i just speak spanish :(
4:54 in this special case a looped loft of the 4 "edge bridge splines" with the edge G2 guides could make a cleaner result.
I totally agree man... xnurbs was giving me strange results and that's why I decided to use 4 sections but you are absolutely right.
You are the best man! I enjoy watching your videos!
Thanks man, really appreciate your words!
At 14:48, what is Shift+X command ... cannot find it in the F command list
@@tomlaionyt Hey Thomas!
Shift+X= Delete selected face. Then i use patch command to close the resultant hole with G1 and G2 curvature on the sides.
Hope it helps!
The tutorial looks good, but you should put in the title that this was modeled with the XNURBS version of Plasticity!! There are some user working with the non XNURBS version of Plasticity.
Thanks for the observation friend! In the video description clearly says that: XNurbs is used in the modeling process. The tittle Will be to long.
Sorry for my english 😂
Loved it , pls on tutorial for indie version, I don't have xnurbes
I'm glad you liked it man!
In the next video, I will try to show the two workflows, (Patch / Loft) and XNurbs. They are practically the same, except that XNurbs is a little easier but in general it is 90% the same.
If you allow me some advice:
go for the STUDIO version when you can if you want to do (organic) modeling.
If you're only going to make very angular objects, stay with INDIE.
Sorry for my english, i just speak spanish :(
A million thanks
You're welcome friend
@@Polycad-3D keep it up sir