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
@@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)
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 :)
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.
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
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?
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).
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!
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.
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.
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!
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 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.
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.
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.
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?
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.
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
this is the best type of content, more plasticity tutorials if you have the time ! thank you so much
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
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 ;)
Love this tutorial. Very clear and easy to follow and the pace is perfect!
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)
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.
@@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)
Thanks for sharing, can't wait to see another tutorials!
this looks like a ridiculously fun and useful tool
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 :)
Thanks Tino! Glad you enjoyed it! Hope you are doing well!
The UI interface is very friendly and familiar, it's like using C4D and Adobe products.
24:10 : Extrude the face to create a gap between the button and base face
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.
Thank you, Ben; I like training and using this program which is new to me.
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
Same happens in 24:14, just pressing E would be the way to extrude that, instead of just offsetting
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.
This program is so cool!
We. Need. More. , Love. It. !
flip the y/z on import and change the scale (whole point of holding down shift when you import)
Thanks for creating this! 👍👍
Good job Ben! Very clear and informative.
Great, look forwards to more plasticity content!!!
Awesome tut. Thanks for sharing
My pleasure! Thanks for checking it out!
This is great, thank you!
Amazing !
Thx
The middle mouse to move around is so confusing when im trying to learn this software alittle while on vacation (using my macbook)
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?
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).
I would like to jnow the pro and con compare to cinema 4D for modeling. thanks
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!
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.
@@benfrycOk! Got it. I was thinking in use a retopology plug in or soemthing, but thanks for the insight.
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.
Thx, great for starters
Awesome content!
Appreciate it!
This is great!!
Thank you 🙏🏻
How do you select multiple faces.I just purchased the studio option.I not sure how to use it
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!
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)
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.
@@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.
Tu very interesting
awesome...but why quality is only 360p?
4K version is still processing! Sit tight.
@@benfryc it's updated now, thanks.
This is great. Would you rank this tool above Blender's hard-surface modeling? Or would you put them in separate categories?
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.
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.
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.
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?
299 / month?
The license is a one-time cost. No monthly sub that I'm aware of.
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.
very unintuitive, clunky software. it has nothing on moi3d, which is a true CAD for artists.
Having a powerhouse like Blender for free, why would anyone pay for this little toy?
everyone seems to have gone crazy)). as if something new and magical had been invented!
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
Thanks for being a positive contributor to the 3D community! 🙏🏻
This software can be free too, if you know how to search properly..))
Lol@@benfryc