Learning PLASTICITY The BEST Decision I made to Improve my 3D art!

Поділитися
Вставка
  • Опубліковано 9 вер 2024
  • Get 10% of Plasticity at Checkout with code REFUGE10
    www.plasticity...
    After Years of using two main 3d software’s Blender and Zbrush, Complex Hard Surfaces had always been a bit of sore spot for me but lets jump in quickly and see why me and many others love this software so much!
    Buy N-Gone One Click Asset Optimizer Plug in for Blender:
    Blender Market:
    blendermarket....
    GUMROAD :
    takerefuge3d.g...
    Get The Screw Kit Bash Kit :
    takerefuge3d.g...
    Try Out Blender-kit free version or get 10% of a subscription with this link:
    www.blenderkit...
    Check Out my Sketch Fab:
    sketchfab.com/...
    Check Out Music by HalfSteady:
    / @halfsteady-wy3wh

КОМЕНТАРІ • 91

  • @babyitsnatural
    @babyitsnatural 5 місяців тому +10

    it's true you would have had to have avoided 100 different topology errors in order to do that with subdivision. And in order to avoid / correct it it would have taken you 10x as long.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Absolutely! It's why I love this so much

    • @babyitsnatural
      @babyitsnatural 5 місяців тому +1

      @@takerefuge3d And dude, just take notice of 5:20... you just made an organic looking edgeloop ! That could easily be a mouth or an eye or something. Keep that in mind.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      I find the imprint curve function is great for creating organic extrusions

  • @salomon_gutierrez
    @salomon_gutierrez 2 місяці тому +1

    Nice to see Plasticity getting so much love and enthusiasm. I have been considering it myself as a good modelling aid. However ,I want to use it to model for game engines and I have been wondering how was the topology when transferring to Blender. How has your experience been in this regard? Cool vid, keep up the good work!

    • @takerefuge3d
      @takerefuge3d  2 місяці тому +1

      Pretty good to be honest, I mainly model with a game asset workflow. you can get tris or ngons out at different levels of detail. And uving ngons is a breeze.
      If you check out my channel I actually made a blender plugin for optimizing ngon based mesh in blender to prepare plasticity (and other ngon based hard surface models) there's a free lite version on Gumroad.
      I feel like its easier to optimize a plasticity output generally than optimize as you go doing hard surfaces in blender.
      But that might just be me.
      Any way that's my take on it..
      Also if you do decide you want to buy plasticity check out my discount code in the description.

  • @musashidanmcgrath
    @musashidanmcgrath 5 місяців тому +1

    Same here, but with VR. Been polymodeling and Zbrush xculpting for 20 years, but VR opened up a whole new world of creation for me.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      What software are you using in vr, I've used gravity sketch and a a couple of the sculpting apps. Quite fun. Id really like to be able to use vr in zbrush or blender other than just to view the model

    • @musashidanmcgrath
      @musashidanmcgrath 5 місяців тому

      @@takerefuge3d I've been using Substance Modeler for a whole now. Loving it. VR navigation is a whole other level. It's painful going back to clunky desktop nav once you get used to VR. 😁

    • @Gichanasa
      @Gichanasa 5 місяців тому

      Maya and Alias Studio have VR integration. It’s a whole new frontier.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      That's interesting hopefully some other software follows suit in the near future

  • @NoVIcE_Source
    @NoVIcE_Source 5 місяців тому +1

    wow this looks like literal magic compared to doing stuff in any other software i've seen

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Yes it is very quick and can do somethinga it's hard to do with polygon modeling, in the flip side its really really good at manufactured hard surfaces but not organic shapes.

  • @Tecboy08
    @Tecboy08 5 місяців тому +4

    I absolutely L❤v Plasticity!! Cuts a lot of time-consuming modeling!

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +2

      It's an astonishingly quick workflow!

  • @iKaGe01
    @iKaGe01 5 місяців тому +1

    I love Plasticity too! Was hoping it'd massively speed up my work flow but in actual fact it hasn't but that is down to me 😂 learned a lot throughout though

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Haha everyone has a different modeling slyle and you probably have sped up you just didn't notice, 🏎️

  • @Kapthos
    @Kapthos 5 місяців тому +3

    I guess this is Nurbs modeling right? Is the edgeflow usable if I try to export it to blender afterwards?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +4

      Yes it is.
      You won't get "clean* edge flow but if you export as ngons you'll get fairly good lines on creases and edges and you can use a plugin for selecting ngon loops and plasticity has a blender Bridge that allows you to live link blender and plasticity and select geometry in Plasticity and then it will select the corresponding faces or edges in blender so uv mapping is quite easy.
      I personally have also released a plugin for then optimizing and preparing ngon based models for texturing software and there is a free and paid tier. Overall I can get most stuff from plasticity to Blender to substance in less than 10 minutes maybe a bit longer if I have to make better UV's.

  • @helix8847
    @helix8847 5 місяців тому +2

    Yo Yo, love the video!, Would love for another one for Game Dev!

  • @junechevalier
    @junechevalier 5 місяців тому +2

    :o this will make polymodeling a whole lot quicker and more fun

    • @maxfahl
      @maxfahl 5 місяців тому +2

      Except it’s not polymodeling :)

    • @junechevalier
      @junechevalier 5 місяців тому +1

      @@maxfahl Yeah, the downside would be the mesh isn’t as clean but you get to have fun lol

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      It's not poly modeling but there is the obj exporter and the blender Bridge, so pretty easy to convert.

    • @kalpit3d934
      @kalpit3d934 5 місяців тому

      It will end poly modelling as everybody will just do modelling in plasticity and with time remeshers will be refined further to solve hard surface topology and photoscanning meshes.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      When gpus get good enough maybe we won't even have polygons anymore maybe voxels or something that isn't even invented yet

  • @vergil620
    @vergil620 5 місяців тому +1

    handy canon
    but the way how can i do `select edge ring ' or bevel the inside edge loop wihtout bool tool

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Thanks! I am not sure I fully understand your question though.

    • @vergil620
      @vergil620 5 місяців тому +1

      How can I achieve what you did at minute 2:39 in Blender without ending up with bad topology? I did it with the Bool Tools, but I'm wondering if there's another solution@@takerefuge3d

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      @@vergil620As Far as I know Bool Tool is a blender add on and using it will ruin your topology, the edge ring shortcut is the same in blender, but with blender you would need to clean your topology first, hence why this kind of task is easier in in software like plasticity.

    • @vergil620
      @vergil620 5 місяців тому +1

      actually it's easier on the software you used than in blender but I managed to do it on blender with the bool tool then I seem to arrange the topology .
      is it maya orI@@takerefuge3d

  • @CasualClinkz
    @CasualClinkz 5 місяців тому +1

    thid might be exactly what i've been looking for. I'm a mostly maya user and dabbled in some blender recently. Both still have the topology issues that need time to fix, which is very offputting for me. But just making a creased mesh like that really is just pure modelling no topology. I only wonder now how you can make a lowpoly mesh out of this to make it game ready.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Takes a few minutes in blender, I made a plugin to help speed up the process as well. Link is in the bio :D

  • @m.fantasma7508
    @m.fantasma7508 5 місяців тому +2

    How about plugins and community support? In blender, Hard Ops, Machine tools, box cutter and mesh machine have been a life saver, would that be the same in plasticity?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      At this point the only plugins that exist as far as I know are officially integrated and that's only xnurbs.
      How ever as I understand it the shortcuts here are inspired by some degree by hardops.
      Imagine using these tools hard ops without shading errors to fix. This is my experience with placticity.
      I personally have made a plugin for blender that helps convert ngone based mesh that plasticity creates into tris for quickly optimizing the topology, if your happy to work directly with tris then it's no problem

    • @m.fantasma7508
      @m.fantasma7508 5 місяців тому +1

      @@takerefuge3d That's very interesting. Im going to give it a try. Whats your plugin called?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      N-Gone Pro: blendermarket.com/products/n-gone

  • @Gichanasa
    @Gichanasa 5 місяців тому +1

    Very nice demo, thank you. Isn’t the resulting geometry NURBS? Which produces an entirely different kind of topology, not usually cleanly deformable and animatable with rigs?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      This is true there p are several ways to retopo if you want to deform it however as it's mostly for hard surface models like for example robots I see very few instances where you'd want deforming behaviour from your animated rig, and if it's simple you wouldn't even really need a rig to animate unless you wanted to use inverse kinematics you can just parent objects in pa hierachy in many cases

  • @sveinjohansen6271
    @sveinjohansen6271 2 місяці тому +1

    You got some amazing content showing plasticity. I started looking into it. What annoys me the most with Rhino is chamfering and filleting. But I also use project to surface and follow along curve a lot, can plasticity do these things aswell ?

    • @takerefuge3d
      @takerefuge3d  2 місяці тому +1

      Thanks for that. And to answer toe question Plasticity has imprint curve as well as project curve command as well as a curve array if that's what you mean.

    • @sveinjohansen6271
      @sveinjohansen6271 2 місяці тому +1

      @@takerefuge3d thanks, gonna check it out. the 149 dollar version is not gonna cut it as it does'nt support step file export so I can export back to Rhino for final assembly or sending the object to our CNC and robot machins for wood carving :( hehe.

    • @takerefuge3d
      @takerefuge3d  2 місяці тому

      @@sveinjohansen6271 Nice one Cheers!, You can Use my Code REFUGE10 for a 10% discount especially, as time goes on there will be more features in Studio so i see it as a good investment.,

    • @sveinjohansen6271
      @sveinjohansen6271 2 місяці тому +1

      @@takerefuge3d tried curve array, yeah it works, but not strong enough, it misses the option to follow along a curve with 2 sides where the width of the curve goes from small width to larger width to smaller width. Theres only a scale option. That I think broke my workflow :( its for ornaments in woodworking which I have been using Rhino for last year.

    • @takerefuge3d
      @takerefuge3d  2 місяці тому +1

      ​@@sveinjohansen6271 Ah I know what you mean The curve modifier combined with array blender has a similar function where you can assign different weights to control points...
      Its a good point and I might check feature requests and add a request if there isn't already one on the feature requests page

  • @marcolag5195
    @marcolag5195 4 місяці тому +1

    Excelente video, gracias por compartir 👍

  • @dnm.design
    @dnm.design 5 місяців тому

    very cool! I didn't know about this tool! thanks for sharing

  • @sketchfields
    @sketchfields 4 місяці тому +1

    sorry - what exactly do you do to make a solid from sheet. google and the plasticity documentation is not helpful.

    • @takerefuge3d
      @takerefuge3d  4 місяці тому +2

      A solid is an object with no holes in it.
      A sheet is either a flat object out any thickness or a 3d object with a hole in it.
      So either you use the patch command to close the hole, or while in selectiion mode 4 you'll see an icon at the bottom left and with your selected object you can thicken a sheet the icon is two arrows pointing away from eachother., hope this helps.

    • @takerefuge3d
      @takerefuge3d  4 місяці тому +2

      @sketchfields I made a Video on the topic ua-cam.com/video/UGkpth-Ag8c/v-deo.html

    • @sketchfields
      @sketchfields 4 місяці тому +1

      @@takerefuge3d wooooow - this is not what i expected to get as an answer. :D - 🙏🙏🙏
      - whats interesting though is that my question came from the point of the video - at minute 3:37 - where you extrude a circle into a cylinder whis is open - so still a sheet - and then you say "Alt+F" - this is at least what understand - and your sheet is closed. And if i try to do the same - it is not working - i tried million times. Of course i found ways how to close an - open sheet - cylinder but your magic trick with "Alt+F" was something i directly wanted to try out. :D

    • @takerefuge3d
      @takerefuge3d  4 місяці тому +1

      I apologise the command is called patch and I have set it up to alt + F.
      If you press F you will get a list of commands you can search for patch and then you can add your own keyboard shortcut.

    • @sketchfields
      @sketchfields 4 місяці тому +1

      @@takerefuge3d no apology - i am very very grateful 🙏🙏🙏

  • @benveasey7474
    @benveasey7474 5 місяців тому

    1) Can Plas 'shell' solids? (I mean give an object a wall thickness)
    2) Can you have a Group in Plas (i.e. Group some items together - make multiple copies - only need to change one Group to change all of the Groups at once)?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      I don't think there is a specific function other than hollow solid for number one, and for number 2 I think you mean instancing of groups in which case I'm pretty sure the answer is no

  • @louismajor4394
    @louismajor4394 5 місяців тому +1

    Interesting video! Dynamic pace! What does the final topology look like in Blender? Can you provide a short showing of key steps and final topology? Thanks!

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +2

      Unfortunately I didn't save this object! My next video will be covering this in some detail, amongst other things, I've done a few videos on plasticity topology in blender and how to optimize it and also have made a plug in for this aswell called Ngone pro!

  • @joseterran
    @joseterran 5 місяців тому +1

    i need this! great video

  • @goodgremlinmedia2757
    @goodgremlinmedia2757 5 місяців тому +2

    Ok cool but how does the topology look

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      I've done a few videos on this you can get ngons or tris edge flow isn't really relevant for static objects.

    • @asr59
      @asr59 5 місяців тому +1

      Quite bad, but still quicker to do it this way and then retopologize if needed.

    • @snark567
      @snark567 5 місяців тому

      @@asr59 You can also increase the complexity of the exported model and then use zremesher. There's no need to worry about the topology for static objects anyway.

    • @asr59
      @asr59 5 місяців тому

      @@snark567 I know, I was replying to somebody that was worried about the topology lol

    • @snark567
      @snark567 5 місяців тому

      @@asr59
      My bad.

  • @inmotion31
    @inmotion31 5 місяців тому +1

    Amazing

  • @nosirve9458
    @nosirve9458 5 місяців тому +1

    nice!!

  • @BadaBing_
    @BadaBing_ 5 місяців тому +1

    Is that Pie menu part of Plasticity or is it separate app?

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      Part of plasticity.
      I did a video on them a little while ago
      ua-cam.com/video/7MODtnqFEAo/v-deo.htmlsi=NXPPd8Yp7kt8atVo

    • @BadaBing_
      @BadaBing_ 5 місяців тому +1

      @@takerefuge3d Thanks...I've been using AutoHotPie so far, I'm gonna check this one

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      Auto hot pie is a great app

  • @David-o8v7p
    @David-o8v7p 5 місяців тому

    Es un software bastante bueno, es nuevo pero le falta mucho..de igual manera hay un addon para trabajar Plasticity en Blender....Blender puede trabajar con Subdivision o Hardsurface o mixto...y en Hardsurface Blender es tan rápido como Plasticity.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      There are no polygons to subdivide in Plasticity, however I think you can work quickly in blender for hard surfaces however when ever you start to use Booleans it becomes slow because of cleaning up topology

  • @zycietosztuka8754
    @zycietosztuka8754 5 місяців тому

    Freecad with a simplified UI :)

    • @takerefuge3d
      @takerefuge3d  5 місяців тому

      The UI and shortcuts make modeling soooo goood!

  • @kalpit3d934
    @kalpit3d934 5 місяців тому +2

    I hope Autodesk dont buy this software in future....😮

  • @otherworlds9677
    @otherworlds9677 5 місяців тому +1

    Good stuff, man. Thanks.

  • @BasicShowTime
    @BasicShowTime 5 місяців тому

    A.I bro... spending hours and hours to some result in 3D, when you could just create a starting checkpoint with AI and keep on the details.

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +2

      Naaah! Ai has its place in 3d in terms of machine learning tools, denoising etc, but it currently lacks intent, diffusion algorithms can not beat human intent.
      AI won't be replacing human intent any time soon.

    • @BasicShowTime
      @BasicShowTime 5 місяців тому

      One day, you will imagine the object in your mind, and it will appear at the screen,a mix between human and AI @@takerefuge3d

    • @takerefuge3d
      @takerefuge3d  5 місяців тому +1

      That's pretty much the process now! 😁 But you're right pretty much the bones of all the technology is already there for this to happen

    • @musashidanmcgrath
      @musashidanmcgrath 5 місяців тому +4

      Some model and sculpt because we love to create. People still sculpt in clay and mar le for the passion and love of the art. 'AI' will NEVER replace that.