Plasticity / 3D Modeling for Motion Designers / Beginner Overview

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 65

  • @Grimstore
    @Grimstore Рік тому +13

    this is the best type of content, more plasticity tutorials if you have the time ! thank you so much

  • @adri.progression
    @adri.progression Рік тому +3

    Wow! I just got recommended your channel. Great vid, just subbed! I've been wanting to get into Plasticity and I love seeing different people use it. Right now, I model in Fusion 360 and import to Blender most of the time bc I just graduated with a B.S. in Product Design and I'm building my portfolio so I can get a job and buy Plasticity. Also, the dev team are building a realtime Blender preview so you can work in Plasticity and see it in your Blender window

    • @Renzsu
      @Renzsu Рік тому

      Man, if you get a job as a product designer, you'll be glad coming home and NOT having to spend more time behind the computer ;)

  • @jsk7895
    @jsk7895 10 місяців тому

    Love this tutorial. Very clear and easy to follow and the pace is perfect!

  • @binyaminbass
    @binyaminbass Рік тому

    this looks like a ridiculously fun and useful tool

  • @nyx474
    @nyx474 Рік тому +1

    Thanks for sharing, can't wait to see another tutorials!

  • @rlndnr
    @rlndnr Рік тому +2

    24:00 you can create the seam for the dial knob in Plasticity (1.2) by selecting the offset surface and then extrude it down (E)

    • @benfryc
      @benfryc  Рік тому +1

      I've found that it doesn't always work with inset faces. Sometimes it will move the whole face of the object up or down. Not ideal.

    • @gwendolynkrezel7210
      @gwendolynkrezel7210 Рік тому

      @@benfryc I think this is because plasticity tries to preserve the tangency of the fillet you created with the bevel so it moves it all down at once. If you make 2 offsets, you can make the middle of those additional offsets move down without a problem (afaik)

  • @demianpelos
    @demianpelos 8 місяців тому

    This program is so cool!

  • @nasmith67
    @nasmith67 8 місяців тому

    24:10 : Extrude the face to create a gap between the button and base face

  • @MRX-ff4vy
    @MRX-ff4vy 9 місяців тому

    We. Need. More. , Love. It. !

  • @jeromeweaver809
    @jeromeweaver809 Рік тому

    Thank you, Ben; I like training and using this program which is new to me.

  • @0x_tino
    @0x_tino Рік тому +1

    Great video, Ben! Thanks. I've been thinking about tinker with Plasticity for a long time and that's probably a sign right here.
    Appreciate all the dad jokes throughout the video though -- big fan :)

    • @benfryc
      @benfryc  Рік тому

      Thanks Tino! Glad you enjoyed it! Hope you are doing well!

  • @elektrolutz
    @elektrolutz Рік тому

    Hi Ben, thank You! You explain it very good! And You have a nice voice. I really appriciate that You do not use the word »actually« a million time like it seems to be modern. Greetings from Germany.

  • @NuViewDesign
    @NuViewDesign Рік тому +1

    Thanks for creating this! 👍👍

  • @griptopia
    @griptopia Рік тому

    flip the y/z on import and change the scale (whole point of holding down shift when you import)

  • @ignaciosagrario7295
    @ignaciosagrario7295 Рік тому +2

    How didn't I know about this software? I'm testing it and I love it! I just hope they keep updating it and improving it because I'm likely gonna buy it
    Just a quick comment about 13:15, that's not extruding, that's just offseting a face. You can extrude with E. The menu in the three little dots in the down right corner is extremely useful heh

    • @ignaciosagrario
      @ignaciosagrario Рік тому +1

      Same happens in 24:14, just pressing E would be the way to extrude that, instead of just offsetting

    • @paulreader1777
      @paulreader1777 Рік тому

      In the given context what is the difference between what you call a face offset and an extrusion? We are talking solid modelling here not meshes.

  • @RicheUK
    @RicheUK Рік тому

    Great, look forwards to more plasticity content!!!

  • @localstout
    @localstout Рік тому +1

    Good job Ben! Very clear and informative.

  • @reyesdelpech
    @reyesdelpech 8 місяців тому

    What is the work flow to export my Plasticity Models into Cinema, and apply a Subdivision modifier?
    Evertime that I applied one, make the geometry looks very weird. Sometimes I need big closups, and I don't want to see the polygons.
    Great tutorial!

    • @benfryc
      @benfryc  8 місяців тому +1

      Ive found that if I crank up the model detail when exporting to OBJ that I don't need to apply a subdivision. The normals tag will make the exported geo look extrememly smooth.

    • @reyesdelpech
      @reyesdelpech 8 місяців тому

      @@benfrycOk! Got it. I was thinking in use a retopology plug in or soemthing, but thanks for the insight.

  • @BlackPantherElite
    @BlackPantherElite Рік тому +2

    I would love to get more into nurbs modeling, but for most VFX & game projects and even motion design projects I do, good and context dependend topology is important. So good edge flow, holding edges, good topology for animation purposes, LODs with subdivision is always important. Fewer but well placed polygons is just super efficient for rendering out bigger projects.
    How would you think can plasticity be used here efficiently? For many modeling purposes I think getting the model done is faster with nurbs/plasticity, but then having to spend a lot of time retopo the whole thing instead of doing it in the process with poly modeling... I am really undecided here. Any thoughts?

    • @MakeMine3D
      @MakeMine3D Рік тому +1

      I just posted a question regarding the same thing. I've used many solid, surface, and polygon modelers over the years and have found that for most purposes outside of CAD/CAM work polygon modelers offer the best options for speed and efficiency in creating and design.
      That is not to dismiss the use of all software to achieve a great final product. I've used Rhino and MoI3d (and now Plasticity) on several projects when it wasn't necessary to worry about topology and wasn't going to be used in real-time (I prefer to avoid double-taxing myself with the same job with retopology unless absolutely necessary).

  • @the_ericklima
    @the_ericklima Рік тому

    Awesome tut. Thanks for sharing

    • @benfryc
      @benfryc  Рік тому

      My pleasure! Thanks for checking it out!

  • @motionwithoskar
    @motionwithoskar Рік тому

    The middle mouse to move around is so confusing when im trying to learn this software alittle while on vacation (using my macbook)

  • @eyefisher
    @eyefisher Рік тому

    This is great, thank you!

  • @masonbakalekos5153
    @masonbakalekos5153 Рік тому

    I'm using plasticity with Octane however cant seem to get materials to only apply to selected polygons anymore, even tried using a selection tag -> apply material. After the obj import every material will only apply to full objects. Any workaround/fix would be appreciated! (not sure if its a C4D or just Octane problem)

    • @benfryc
      @benfryc  Рік тому

      I’ve done material selections in redshift and it works great. I have to delete the default material tag it imports with, but after that it’s perfect.

    • @masonbakalekos5153
      @masonbakalekos5153 Рік тому

      @@benfryc Thank you! I actually just got it to work, not sure why but I needed to just go ahead and turn off the import materials when first bringing in the Obj, just deleting them was doing something funky.

  • @MakeMine3D
    @MakeMine3D Рік тому

    While appreciate the video and walkthrough of your workflow I am wondering about the simplicity of the object and why it would need to be modeled in Plasticity instead of a poly modeler? The process would not be difficult, you would not need to use booleans or nurbs, and there would be no translating objects between DCC's.
    This isn't an admonishment of the video or process, but a serious question as to the need of adding the complexity of another software into the workflow and the benefit.

  • @rajat_subhra
    @rajat_subhra Рік тому

    awesome...but why quality is only 360p?

    • @benfryc
      @benfryc  Рік тому

      4K version is still processing! Sit tight.

    • @rajat_subhra
      @rajat_subhra Рік тому

      @@benfryc it's updated now, thanks.

  • @salahdaoui-l4u
    @salahdaoui-l4u 10 місяців тому

    Amazing !
    Thx

  • @alvinm_
    @alvinm_ Рік тому

    Awesome content!

  • @gaaks6642
    @gaaks6642 Рік тому

    I would like to jnow the pro and con compare to cinema 4D for modeling. thanks

  • @shokk1967
    @shokk1967 Рік тому

    Thx, great for starters

  • @studiohoops
    @studiohoops Рік тому

    This is great!!

    • @benfryc
      @benfryc  Рік тому

      Thank you 🙏🏻

  • @rcguy2175
    @rcguy2175 Рік тому

    How do you select multiple faces.I just purchased the studio option.I not sure how to use it

    • @benfryc
      @benfryc  Рік тому

      I am pretty sure you can select multiple faces at once by clicking on faces individually while in face select mode and holding the shift key. There might be some limits on the actions you can take on a given selection. So just experiment and see what works best for you!

  • @codybythrow
    @codybythrow Рік тому

    This is great. Would you rank this tool above Blender's hard-surface modeling? Or would you put them in separate categories?

    • @benfryc
      @benfryc  Рік тому

      Cross posting from this same Q on LinkedIn: From what I know, this kind of modeling isn't possible natively in blender. You can always get similar results with the right workflow. Plasticity uses nurbs to model things and only generates geometry / polygons when you prep for export.

  • @s1r100
    @s1r100 Рік тому

    Tu very interesting

  • @Ponk_80
    @Ponk_80 Рік тому

    So as long as you don’t need to deform or animate the object, it’s fine, but man are the quads messed up, for any kind of game design.

    • @benfryc
      @benfryc  Рік тому

      Can totally understand that. I would say its not great for making game-ready assets out the gate. You might be able to use a remesher in C4D as long as you indicate where any harder edges are.

    • @DarrenLGoldsmith
      @DarrenLGoldsmith Рік тому

      If my assets don't have to deform, then the topology won't matter too much? By that I mean, if I unwrap the object as best I can, then I can work on an object in Painter without issue?

  • @InteractiveDNA
    @InteractiveDNA Рік тому

    Cool little tool over priced, but there is a toon of free products out there. Also, You can all that and more in cinema 4D alone. Also with the power of scripts in Cinema 4D the limitation is your imagination and knowledge. The BIGGEST problem with Plasticity is the mesh, cause it is a mess. Zero benefit for paying and using Plasticity today.

  • @EDLWW
    @EDLWW Рік тому

    299 / month?

    • @benfryc
      @benfryc  Рік тому

      The license is a one-time cost. No monthly sub that I'm aware of.

  • @gravity00x
    @gravity00x Рік тому

    very unintuitive, clunky software. it has nothing on moi3d, which is a true CAD for artists.

  •  Рік тому +1

    Having a powerhouse like Blender for free, why would anyone pay for this little toy?

  • @СергейДобрый-е7ю

    everyone seems to have gone crazy)). as if something new and magical had been invented!

  • @johnjohns8863
    @johnjohns8863 Рік тому

    Don't need this software there is already 100s and blender is free unreal engine 5 is free why should we pay for this the people at blender and unreal can put a code together that dose the same maths algorithm . so stop bigging it it up like is some think new

    • @benfryc
      @benfryc  Рік тому +5

      Thanks for being a positive contributor to the 3D community! 🙏🏻

    • @KronosXll
      @KronosXll Рік тому +1

      This software can be free too, if you know how to search properly..))

    • @BlueProteus
      @BlueProteus 8 місяців тому

      Lol@@benfryc