I refer to the last part of your video where you create fillets that merge to a point on the surface. While the pipe command does work well for the creation of fillets, there are situations where the endpoint of the pipes - especially on curved (cylindrical) surfaces - can cause some issues. This is particularly evident in how the ends cut/boolean a face/s. The boolean may not be as clean as you've shown in your video especially where the pipe is on the end of an imprinted line/s. This shows especially if one creates an imprint line that is on the Z axis and not drawn at an angle as you've shown. You may end up causing a tiny addition/split in an edge and/or a small additional face that is difficult to see unless you zoom in. Other than that small issue, the technique is valid and everything works fine.
Great Video as always. I believe you can use the SHIFT key to place the your Curve to be created in front of existing geometry. I.E In a keypad viewport, select a high point of existing shape, press the shift key, keep your shift held down and place your first point of the curve anyway in the viewport. Now take your finger off to continue drawing curve. This places the curve in front. Hope it helps , apologizes if this is old news:)
I'm a totally laic guy in nurbs modeling, and my question is: for example this kind of "edited out beveling" around 29:00 is managable in game/movie industry? I mean it seems very time consuming (beside i really love this direct modeling), and can't imagine a project that can afford that many resources as this kind of approach means in long term. What I can image is there is an elite top shelf in the industry (both client and provider) who can afford this approach as a daily routine, but for the rest... Do You have any experience in game/movie industry how common this kind of method of modeling at daily basis please? Btw loved the video, so interesting to see these kind of solutions :)
Different use-cases. Sometimes you just want to delete a face or an edge without deleting the whole object. Shift X or X have different functionalities in different cases
Yes - I have followed him for years (before Plasticity he was using Moi). But regrettably he goes too fast has has no audio. I like his techniques and I like your techniques & presentation style. @@nikita.kapustin
Yes, a car with my presentation style would take 30+ videos here on UA-cam. So, if this comes in the future it will be in some kind of another format, than here on UA-cam. But I have to get the skills first to model a high-quality car.
What does rebuild do to help? I.e why 100 points? I think the new Cordial fillet option creates the same thickness for every filleted edge rather than relying on pipe
Rebuilding a curve with a lot of points is essential when you have long, complex curves. If you rebuild a curve with many points, which you will pipe than the pipe will be clean without any interruptions or edges. Which will give you a better result when cutting he surface. I haven't tested the cordial fillet yet. I can imagine that this new function will be oftentimes good enough. ut for complex surface geometry the pipe method will always work with the best possible results.
Yes exactly. Try it out. Build some random curves, splines, straight lines with sharp corners and stuff. Join them all into one curve and try to pipe it and look how it looks, and then try to rebuild the whole curve with a LOT of points and pipe it again. The second pipe will look much smoother and cleaer, thus make less problems later
Thank you for the video. There's nothing wrong with your format or information.. but in my opinion Plasticity is not quite ready for reliable production using Surface techniques. I wonder how many times you had to get the precise steps down in order for this to work. I have followed the steps TO the letter over and over again and my G2's almost never work. An extremely slight change here or there and yes it works. Hopefully surface modeling will be reliable at some point...
Plasticity was never intended for "Reliable Production" For that you have tools that cost $5000+ Plasticity is absolutely amazing what it can do already (especially for its price). G2 is in general much more complex to control than G1. That's why I emphasize in the tutorials, that G2 is mostly not needed, as it needs more experience/adjustments than G1. But I try to push it as far as I can. Also, Plasticity is just 1.4 right now. So everything right now is just warming up for the future!:)
@@nikita.kapustin To be clear, I don't mean manufacturing when I say production. I mean that the general function of the program is not reliable when it comes to Surface Modeling. As a comparison, what you do in Blender just works. Period. You don't have these tiny little changes you need to make to get something to work correctly. Nothing in Plasticity is complicated at all. It's a matter of whether the tools work or not. A ton of additional tools are also necessary to make it reliable. For example, controlling what you can snap to instead of snapping to Everything. I know that it's still very early in its development. I've been following it for almost 2 years now.
Hi , It's super interesting but being in France the 20% is swallowed up by the "VAT" tax which is 20% 😕 Some content creators on Gumroad practice price parity taking into account taxes in various countries. It’s a shame not to do like them because you would reach more people, including me 😉
Hi Sebastien, Thank you for sharing your perspective on that issue. I recognize that international taxes can complicate promotions. I'll be reviewing feedback like yours as I consider my pricing strategies moving forward. Your insight is invaluable, and I'm grateful for your interest in the course.
I refer to the last part of your video where you create fillets that merge to a point on the surface. While the pipe command does work well for the creation of fillets, there are situations where the endpoint of the pipes - especially on curved (cylindrical) surfaces - can cause some issues. This is particularly evident in how the ends cut/boolean a face/s. The boolean may not be as clean as you've shown in your video especially where the pipe is on the end of an imprinted line/s. This shows especially if one creates an imprint line that is on the Z axis and not drawn at an angle as you've shown. You may end up causing a tiny addition/split in an edge and/or a small additional face that is difficult to see unless you zoom in. Other than that small issue, the technique is valid and everything works fine.
6:47 "You will search for command till Christmas."
You have hit the nail on head.
Thank you for providing easy-to-use practical tips.
So So .. Awesome . . . Thanks
You're welcome!!
Keep an eye on the 2nd part this week. You will see even more interesting things happening.
Could you maybe show us how you model a wood drillbit ? This is sooo goood!!
Here you go
ua-cam.com/video/Lul8BvcVWGU/v-deo.html
Great Video as always.
I believe you can use the SHIFT key to place the your Curve to be created in front of existing geometry.
I.E In a keypad viewport, select a high point of existing shape, press the shift key, keep your shift held down and place your first point of the curve anyway in the viewport. Now take your finger off to continue drawing curve. This places the curve in front.
Hope it helps , apologizes if this is old news:)
Thanks a lot for mentioning it! Will implement that in my future videos
I'm a totally laic guy in nurbs modeling, and my question is: for example this kind of "edited out beveling" around 29:00 is managable in game/movie industry?
I mean it seems very time consuming (beside i really love this direct modeling), and can't imagine a project that can afford that many resources as this kind of approach means in long term.
What I can image is there is an elite top shelf in the industry (both client and provider) who can afford this approach as a daily routine, but for the rest...
Do You have any experience in game/movie industry how common this kind of method of modeling at daily basis please?
Btw loved the video, so interesting to see these kind of solutions :)
What is the difference between types od deleting - X and Shift +X?
Different use-cases.
Sometimes you just want to delete a face or an edge without deleting the whole object. Shift X or X have different functionalities in different cases
Thank you for sharing! I hope you have plans to surface model a car in the future :)
Maybe in the future.
For now you can check out "Kuechmeister Swagger" he has a lot of car tutorials
Yes - I have followed him for years (before Plasticity he was using Moi). But regrettably he goes too fast has has no audio. I like his techniques and I like your techniques & presentation style. @@nikita.kapustin
Yes, a car with my presentation style would take 30+ videos here on UA-cam. So, if this comes in the future it will be in some kind of another format, than here on UA-cam.
But I have to get the skills first to model a high-quality car.
What does rebuild do to help? I.e why 100 points?
I think the new Cordial fillet option creates the same thickness for every filleted edge rather than relying on pipe
Rebuilding a curve with a lot of points is essential when you have long, complex curves.
If you rebuild a curve with many points, which you will pipe than the pipe will be clean without any interruptions or edges. Which will give you a better result when cutting he surface.
I haven't tested the cordial fillet yet. I can imagine that this new function will be oftentimes good enough. ut for complex surface geometry the pipe method will always work with the best possible results.
@@nikita.kapustin Cheers for the reply. So the pipe won't follow nurbs like a standard surface will? You need to define resolution?
Yes exactly. Try it out.
Build some random curves, splines, straight lines with sharp corners and stuff. Join them all into one curve and try to pipe it and look how it looks, and then try to rebuild the whole curve with a LOT of points and pipe it again.
The second pipe will look much smoother and cleaer, thus make less problems later
While I love your videos the reference image links never seem to actually be in the description ;) - Am I missing them somewhere?
A tip: I use Patch 100 times more than Pipe, so I assigned hot key "P" to Patch. For Pipe I use the icon. Surfacing goes much faster now :)
Thanks for mentioning. Wasn't at my mind's radar at all to put "Patch" on a short cut lol
i set it ctrl F,cus blender is F😂
You are my idol 😂😂😂😂😂😂
Thanks!
You can become your own idol too!:)
@@nikita.kapustin I'm working on it. 🤣🤣🤣🤣
And the end is a CAD accurate object? 🤯
Correct.
@@nikita.kapustin I am blown away. This is going to change my workflow in 3D. 🤩
感谢分享
You're welcome!
Thank you for the video. There's nothing wrong with your format or information.. but in my opinion Plasticity is not quite ready for reliable production using Surface techniques.
I wonder how many times you had to get the precise steps down in order for this to work.
I have followed the steps TO the letter over and over again and my G2's almost never work. An extremely slight change here or there and yes it works.
Hopefully surface modeling will be reliable at some point...
Plasticity was never intended for "Reliable Production" For that you have tools that cost $5000+
Plasticity is absolutely amazing what it can do already (especially for its price). G2 is in general much more complex to control than G1. That's why I emphasize in the tutorials, that G2 is mostly not needed, as it needs more experience/adjustments than G1.
But I try to push it as far as I can.
Also, Plasticity is just 1.4 right now. So everything right now is just warming up for the future!:)
@@nikita.kapustin To be clear, I don't mean manufacturing when I say production. I mean that the general function of the program is not reliable when it comes to Surface Modeling.
As a comparison, what you do in Blender just works. Period. You don't have these tiny little changes you need to make to get something to work correctly.
Nothing in Plasticity is complicated at all. It's a matter of whether the tools work or not. A ton of additional tools are also necessary to make it reliable. For example, controlling what you can snap to instead of snapping to Everything.
I know that it's still very early in its development. I've been following it for almost 2 years now.
Hi , It's super interesting but being in France the 20% is swallowed up by the "VAT" tax which is 20% 😕
Some content creators on Gumroad practice price parity taking into account taxes in various countries.
It’s a shame not to do like them because you would reach more people, including me 😉
Hi Sebastien,
Thank you for sharing your perspective on that issue. I recognize that international taxes can complicate promotions. I'll be reviewing feedback like yours as I consider my pricing strategies moving forward. Your insight is invaluable, and I'm grateful for your interest in the course.
"and now take this little shit here"