I started modeling with nurbs in Alias (1994), then in Polygons in Maya (2000´s), but Ive always been keen to design with nurbs curves. As someone with 30 years of 3D modeling experience, I've been dreaming of an AI assisted Subdiv retop toolset for a long time. I concur; time is limited, and life is too short!!! I would like to propose: Please focus a part of your next Plasticity course on freeform Curve networks, blends, and washouts, maybe like Christian Swagger is doing in his "silent particular genius way". Thanks for your contribution for the CG community.
Game Res, in engine topology does NOT 'need' to be build with quads, unless it should deform. And even then, it depends. For game hard surface, e.g. a Game Res car, or a knights shield, doesn't need to be quads, at all, if you are able to depict the form with a clear silhouette, targeting a certain budget. On the contrary, retopo'ing something all quads often unnecessarily exceeds budget. Also, no game environment artist in the world uses quads on things like rocks, they're jus using decimation, because it is good enough, especially when normal baking is involved which overwrites the shading on a per pixel basis anyway. And I would argue about manual retopo being an art or not. You need to be able to understand form to be able to depict it most efficiently with the lowest amount of polys to create a still clean silhouette, and not all use cases on all budgets can be treated equal, e.g. PC vs Mobile. The quality of retopo can vary vastly depending on how much artistic understanding the retopo'er has. Not saying I don't agree with manual retopo needing to go, just saying, it is not as simple of a problem, or, it would already have been replaced. We have retopo automation algos for super long already, AI or not. AI will prolly solve it, but, I find it a bit suspicious that we do not have any advancement on that front still, despite AI not being out just yesterday.
At 50 years old and just for the fun of illustrating in another language, I signed up for a Blender course where the obsession with quads and retopology in all circumstances was the norm. I never made a model of my own after the course, but with the BB academy I was modeling fun things on my own in no time. I think that approaching things from a broader perspective has helped me a lot.
I agree with you 100%. Time is the key component. That's why I bought Plasticity the day it went live. I dropped all other modeling apps Rhino, Fusion, solid works, etc. With the Blender bridge, everything is done in Plasticity. I can create without losing train of thought with incredible speed.
While certainly controversial, I agree with Ryuu. SubD topo (at the end) is the what you do ONLY IF YOU'RE CREATING GAMING ASSETS for a client that requires it. If you're like Ian Hubert or Vitaly Bulgarov or any other designer, you don't need it-- in fact you DON'T WANT IT. It takes too much time. Also, if you're creating 3D printable models there's zero need for it. It's like film photography with chemicals-- where it's been slowly going away in favor of faster more efficient ways of printing photos. Not to mention there are voxelizers in programs like UE that can use any topology for games as they just regenerate different resolution of voxel models for any mesh you import-- so the original topology of a mesh isn't important.
Using the right tool for the right job is the way I like to go with modelling, and plasticity is at the top of the food chain when it comes to speed and efficiency for hard surface. But all modelling software’s have strengths and weaknesses, which is why I choose to use multiple.
This video made me give plasticity a try! I just want to be creative and don't care about technical stuff that will slow down and hinder the creative process!
retopo is the one place i want AI to go, uvs maybe second but we kind of have those tools already. as soon as i saw plast dev i knew this thing was gonna take over and leave everything else in the dust for hs anyway and Euclidian org. i love blender but yes i have been watching and doing and learning without those plugs and yeah its crazy without them. but with them they represent a learning curve which also sucks. its not insurmountable but sucks still. the one plug id say you cant do without is quad remesher. its amazing no other tool is still as good as that for what it does. an ai quad remesher might just be another game changer if made by some crazy person. the other thing people miss is you really dont need quads even fort animation models. all models in games get converted to tris. what u do need is regular sized tris or reg ish sized and consistent area of tri density but with way less consist than quads usually have. when something is moving and animating in game you really cant tell if its quad or tris made. people always make things harder than they need to be imho.
8:10 - You're absolutely right. I see Plasticity essentially as a blender addon for modelling kinda like HOPS. Ever since the bridge for Plasticity was introduced and I showed it to the leads, all of us modelers have been using it because it saves so much time. I'm referring specifically to environments, modular assets, and hero props. You can always polish, do high poly and retopologize in ZBrush later. Character artists, of course, will still use their pens...
Well, there's something wrong with me because I usually enjoy sub-d-ing - right up to the point I want to add tricky details and then I want to top myself (just kidding) - I don't know FA about Plasticity, keen to check it out as I've always thought of sub-d as an incomplete toolset.
I started in 3D using Alias Sketch and rendering in Renderman, meaning NURBS all the way. I almost had a heart attack when someone opened one of my models in a polygon based software. Seeing the ship you are using for the Plasticity course got me back to old times. My first reaction was "that should take about an hour in Sketch". For shapes like this, NURBS are the most efficient way, IMHO, of course. 😎
I couldn't agree more, i have moi, zbrush, fusion360, 3dcoat, etc and I was always frustrated with blender even with hardops, box cutter, etc.. Now with plasticity and blender bridge i am rethinking blender and pretty much ignoring the rest. Also blenderbros bundle course is very worth every penny.
I really hope you're right 🥳 I'm coming from 3ds Max & learned in my past that ngones are the Devil 🙈 Now I'm trying to make the switch to blender & learned so far that ngones are not the devil but troubleshooting with shading issues can still be pain ^^ ohh yeah...,Subd is so terrible time consuming that was my main issue with 3ds Max ....
I agree with most of your points. Time is money and as long as the result looks like what you want to achieve it is fine. The concept artist in me loves the combo of Plasticity and Blender but there's always a place for SubD, Booleans, etc. Especially when working to specs, rendering an already existing product or recreating a 2D concept in 3D, that's when I mix all the approaches. I can probably build an organic surface like an ergonomic pistol grip faster with SubD, the machined parts are quick and easy with BoxCutter and HardOps and when I'm facing compound curves and complex surfacing jobs I do them in Plasticity. BUT Plasticity is still a new contender on the market, maybe one day I will feel as comfortable with it as I do with SubD and Booleans and I'm sure they will eventually give us the tools needed to recreate let's say maybe a production car where manual control over edge flow and bevel weights is key.
Plasticity opened my mind to the NURBS/CAD approach. But I found many limitations with it and moved on to discover Rhino, which I love, though it does have some frustrating aspects. Since Plasticity got xNURBS, I got a studio license and am giving it another look. I hope it continues to fill in all the gaps. I like the interactive fillets and whatnot. Still though, Rhino is way more powerful (for now), and just as fast, if you know what you are doing, slower in some ways, faster in others. But development of Plasticity is fast. I expect it will overtake Rhino at some point. But really, Rhino doesn't get enough attention. So powerful! So much control!
I wish you are right about retopo but what I've seen from automation is less than stellar. And the worst part is that the AI crowd doesn't even target it as problem to be solved.
I agree with you a lot however there are a lot of come and forth with everything, i think the future lies in the solution where it shouldn't matter which type of modeling you use there should be a way so the geometry isn't a worry anymore, hell it would be great if blender could have like an "assistant" in which you design and the assistant gives you options of how much geometry you want i think eventually the industry is gonna go that way, so what we need to control is the shape itself and not be worried about the stupid geometry (by geometry i don't mean the geometry of the object,character,prop) i mean the geometry of stupid quads XD.
Looking forward to the plasticity course! But SDF Modeling - especially once it gets parametrics, excellent hotkeys / UX, ect. is my endgame. Magica CSG is lovely - but it still feels like a toy - a very lovely one - but it's still early. Substance Modeler is grand, but it's geared toward working by hand and sculpting in VR - fantastic, have seen incredible hard surface models - but not really what I'm seeking. Topology *really* doesn't matter in SDF modeling. It's literally brainless. You're just the artist. You're thinking with booleans but that's it. Nondestructive. I just wish it were more controllable via scripts / params - it's getting closer and closer all the time, though.
hey, you are right, plasticity is a software that has a lot of future, I use parametric drawing with solidworks blah blah blah and all that bullshit, but to fly in a jet as an artist you need more intelligent software, I think the era of baby mophets is over and Now the course of life is another dimension, I support your comment and channel, you are a damn crack
No. NURBS is more unwieldy and inflexible than sub d. There's a reason subd took precedence over NURBS surfaces as Pixar popularized sub d in the 90s and made it a more appealing alternative. The clean surfaces you get are beautiful but I wouldn't downplay how hard it is to get those patches right. Does plasticity have tools for analyzing curvature? I mean try modeling an Audi or a BMW body with NURBS alone. Shit's tough to get right and clean.
All the car companies use nurbs/bezier modelling (usually Alias or Icemsurf) for the accuracy and control for manufacturing and quality It’s not harder per se but it’s just a completely different approach to modelling
Correct. They can’t model. No real world examples of anything. No generalist ever has the working option of modeling what they want in the real world. They’re brand new at this.
F360 + Plasticity w/ Blender for rendering will create the singularity. Nick’s team is morphing Plasticity into a cost-effective alt to Alias for primary surfacing. Check back in 2025 and Plasticity will achieve CAS nirvana. Jay Cutler did the Quad Stomp in 2014 and changed the world.
Very interesting cast Ponte! Been using C4D since R10... now learning Plasticity and it is MINDBLOWING!!!! I use Corona Renderer at the mo and SICK of Maxon's dictatorship bullshit now forcing us to pay for RS!!!!!??? F OFF!!! Ponte, btw, thought I was the only one swearing as much, LOL! Makes me laugh... Anyway, seriously thinking of ditching C4D and learning Blender (as its free as well). Great tutorials btw! Will purchase yours once work starts picking up... getting quite confident with Plasticity but not 100% yet.
🏄🏄♂I'm here for the ride. Its all about flow, it will always be about flow... The moment creativity slows or stops.. so too does your opportunity to bring your best into this world. Im a surfer... and it will ALWAYS be about the ride baby. Love it Ryuu, as always this is a banger bro and I could not agree with you more.
Hey Thanks for the vid, have you had a chance to check out the new "Expert curve modeling" addon looks like a quad typology killer , I think it like does your typology as you go.
ehh good luck. blender is cool but they really dont evolvbe things they arent interested in and sadly that does inc modeling. and blender also relys on plugs wayyy too much to solve their problems.
Yes plasticity is great but if you need a good mesh, quads or ngons, you will have to spend a lot of time cleaning or doing retopo. For now, it is what it is. One day maybe AI will do the retopo. But not for now.
SubD is nice but time-consuming. To achieve what you can do in Plasticity in less time and probably much better, is not worth it. I value time, also, using curves, lofts and xnurbs correctly is no easy task. Just saying!
Did ILM get the memo? How about every other VFX industry standard companies what almost 100% only use clean sub d modeling? Guys and gals, a modeler does not ever decide what to model when working in the real world for a VFX company - you are TOLD what to model....
@@PonteRyuurui Almost all relevant studios pipeline will require clean quad sub d models, that's just the way it is. You are a talented concept artist but I think you are trying to skip the actual modeling part. Again, modelers will no be deciding what to model and nearly all studios want clean quads, this is because they want a versatile model. Go ahead and submit your own portfolio and post the job offers with n-gon, non quad - boolean models....
@@anab0lic It does not matter. At the end of the, any studio or person wanting a 3d asset will want it all clean, quad and perfect topology. For those who watched this thinking that sub-d is dead or you don't need to know how to model properly are forgetting one very important element....it's the lighting stupid. The way light reflects and retracts on a model properly will be determined by the mesh....go ahead and submit n-gon models or try to sell them to anyone. And auto remesh tools are no match for a pro re topo.
@@criticalwokeracisttheory4645 nope, I do 3d for 3d printing, perfect topo is irrelevant for me thank god. Also I do wonder if its quicker to just make stuff in software like plasticity and retopo it in software that has the best tools to do so like 3d coat.
For hardsurface modelling SubD is already dead. Plasticity + QuadRemesher combo feels like cheating. You just have to manually create seams for QuadRemesher to create edge flow. SubD will probably stick around for animation though.
Man 😂😂😂 I love how u handling toxic people 😂😂😂 What u said I said 5 years ago In matter of 10 years people will be working with completely different pakages from what we using right now AND YES PLEAAAAAAAAASE put subdiv in the FUCKING trash 🗑 I remember when I was learning 3d that subdiv gave me a massive headache 😫 It will be a HUGE leap for industry and specially for game art because HP is a crucial stage for making good models Thank u for this video and keep bashing toxic people heads 😂😂😂
►► Learn Blender in 2 Weeks - www.blenderbros.com
61 fucking something, 1 every 13 seconds, a fucking Bonanza!
61 free fucking addons.
Directly from his heart
i like it
I started modeling with nurbs in Alias (1994), then in Polygons in Maya (2000´s), but Ive always been keen to design with nurbs curves. As someone with 30 years of 3D modeling experience, I've been dreaming of an AI assisted Subdiv retop toolset for a long time. I concur; time is limited, and life is too short!!!
I would like to propose: Please focus a part of your next Plasticity course on freeform Curve networks, blends, and washouts, maybe like Christian Swagger is doing in his "silent particular genius way". Thanks for your contribution for the CG community.
Game Res, in engine topology does NOT 'need' to be build with quads, unless it should deform. And even then, it depends. For game hard surface, e.g. a Game Res car, or a knights shield, doesn't need to be quads, at all, if you are able to depict the form with a clear silhouette, targeting a certain budget. On the contrary, retopo'ing something all quads often unnecessarily exceeds budget. Also, no game environment artist in the world uses quads on things like rocks, they're jus using decimation, because it is good enough, especially when normal baking is involved which overwrites the shading on a per pixel basis anyway. And I would argue about manual retopo being an art or not. You need to be able to understand form to be able to depict it most efficiently with the lowest amount of polys to create a still clean silhouette, and not all use cases on all budgets can be treated equal, e.g. PC vs Mobile. The quality of retopo can vary vastly depending on how much artistic understanding the retopo'er has. Not saying I don't agree with manual retopo needing to go, just saying, it is not as simple of a problem, or, it would already have been replaced. We have retopo automation algos for super long already, AI or not. AI will prolly solve it, but, I find it a bit suspicious that we do not have any advancement on that front still, despite AI not being out just yesterday.
At 50 years old and just for the fun of illustrating in another language, I signed up for a Blender course where the obsession with quads and retopology in all circumstances was the norm. I never made a model of my own after the course, but with the BB academy I was modeling fun things on my own in no time. I think that approaching things from a broader perspective has helped me a lot.
Thats awesome man. Fun is what it should feel like.
Plasticity Bros?.
SUBDLESS Bros
CADBROS
Fuck Bros
Josh doesn't like plasticity apparently
I agree with you 100%. Time is the key component. That's why I bought Plasticity the day it went live. I dropped all other modeling apps Rhino, Fusion, solid works, etc. With the Blender bridge, everything is done in Plasticity. I can create without losing train of thought with incredible speed.
While certainly controversial, I agree with Ryuu. SubD topo (at the end) is the what you do ONLY IF YOU'RE CREATING GAMING ASSETS for a client that requires it. If you're like Ian Hubert or Vitaly Bulgarov or any other designer, you don't need it-- in fact you DON'T WANT IT. It takes too much time. Also, if you're creating 3D printable models there's zero need for it. It's like film photography with chemicals-- where it's been slowly going away in favor of faster more efficient ways of printing photos.
Not to mention there are voxelizers in programs like UE that can use any topology for games as they just regenerate different resolution of voxel models for any mesh you import-- so the original topology of a mesh isn't important.
Using the right tool for the right job is the way I like to go with modelling, and plasticity is at the top of the food chain when it comes to speed and efficiency for hard surface. But all modelling software’s have strengths and weaknesses, which is why I choose to use multiple.
Agreed... Long time concept artist here that has supported Plasticity from day one. Really glad you are creating content on that program.
This video made me give plasticity a try! I just want to be creative and don't care about technical stuff that will slow down and hinder the creative process!
I love seeing the mesh/poly people finally discovering nurbs modeling. And all the drama. Where have you been for the last several decades?
Plasticity & Blender = Tango & Cash
retopo is the one place i want AI to go, uvs maybe second but we kind of have those tools already. as soon as i saw plast dev i knew this thing was gonna take over and leave everything else in the dust for hs anyway and Euclidian org. i love blender but yes i have been watching and doing and learning without those plugs and yeah its crazy without them. but with them they represent a learning curve which also sucks. its not insurmountable but sucks still. the one plug id say you cant do without is quad remesher. its amazing no other tool is still as good as that for what it does. an ai quad remesher might just be another game changer if made by some crazy person. the other thing people miss is you really dont need quads even fort animation models. all models in games get converted to tris. what u do need is regular sized tris or reg ish sized and consistent area of tri density but with way less consist than quads usually have. when something is moving and animating in game you really cant tell if its quad or tris made. people always make things harder than they need to be imho.
8:10 - You're absolutely right. I see Plasticity essentially as a blender addon for modelling kinda like HOPS. Ever since the bridge for Plasticity was introduced and I showed it to the leads, all of us modelers have been using it because it saves so much time. I'm referring specifically to environments, modular assets, and hero props. You can always polish, do high poly and retopologize in ZBrush later. Character artists, of course, will still use their pens...
The combination of Blender and Plasticity tools will be like a superhero.
The guru I never knew I needed
It went from polygons to life philosophy really quick
Well, there's something wrong with me because I usually enjoy sub-d-ing - right up to the point I want to add tricky details and then I want to top myself (just kidding) - I don't know FA about Plasticity, keen to check it out as I've always thought of sub-d as an incomplete toolset.
How many times he says "fuck"?
fucking is life , don't ignore, accept
Way too many but I guess he don't give a fuck😅
I can't count
fuck knows
Russian flavor
I started in 3D using Alias Sketch and rendering in Renderman, meaning NURBS all the way. I almost had a heart attack when someone opened one of my models in a polygon based software. Seeing the ship you are using for the Plasticity course got me back to old times. My first reaction was "that should take about an hour in Sketch". For shapes like this, NURBS are the most efficient way, IMHO, of course. 😎
I couldn't agree more, i have moi, zbrush, fusion360, 3dcoat, etc and I was always frustrated with blender even with hardops, box cutter, etc.. Now with plasticity and blender bridge i am rethinking blender and pretty much ignoring the rest. Also blenderbros bundle course is very worth every penny.
I really hope you're right 🥳
I'm coming from 3ds Max & learned in my past that ngones are the Devil 🙈
Now I'm trying to make the switch to blender & learned so far that ngones are not the devil but troubleshooting with shading issues can still be pain ^^
ohh yeah...,Subd is so terrible time consuming that was my main issue with 3ds Max ....
I agree with most of your points. Time is money and as long as the result looks like what you want to achieve it is fine. The concept artist in me loves the combo of Plasticity and Blender but there's always a place for SubD, Booleans, etc. Especially when working to specs, rendering an already existing product or recreating a 2D concept in 3D, that's when I mix all the approaches. I can probably build an organic surface like an ergonomic pistol grip faster with SubD, the machined parts are quick and easy with BoxCutter and HardOps and when I'm facing compound curves and complex surfacing jobs I do them in Plasticity. BUT Plasticity is still a new contender on the market, maybe one day I will feel as comfortable with it as I do with SubD and Booleans and I'm sure they will eventually give us the tools needed to recreate let's say maybe a production car where manual control over edge flow and bevel weights is key.
Plasticity opened my mind to the NURBS/CAD approach. But I found many limitations with it and moved on to discover Rhino, which I love, though it does have some frustrating aspects. Since Plasticity got xNURBS, I got a studio license and am giving it another look. I hope it continues to fill in all the gaps. I like the interactive fillets and whatnot. Still though, Rhino is way more powerful (for now), and just as fast, if you know what you are doing, slower in some ways, faster in others. But development of Plasticity is fast. I expect it will overtake Rhino at some point. But really, Rhino doesn't get enough attention. So powerful! So much control!
I wish you are right about retopo
but
what I've seen from automation is less than stellar.
And the worst part is that the AI crowd doesn't even target it as problem to be solved.
I agree with you a lot however there are a lot of come and forth with everything, i think the future lies in the solution where it shouldn't matter which type of modeling you use there should be a way so the geometry isn't a worry anymore, hell it would be great if blender could have like an "assistant" in which you design and the assistant gives you options of how much geometry you want i think eventually the industry is gonna go that way, so what we need to control is the shape itself and not be worried about the stupid geometry (by geometry i don't mean the geometry of the object,character,prop) i mean the geometry of stupid quads XD.
Interesting to see Alias modelers going to Subdiv and Poly modelers to Surfacing... 😅
😂👍😂
As an Alias modeller, polygon modelling definitely has its place but it will never replace the pure accuracy and control of Bezier surface modelling.
I am crying in the corner because of this cruel world! We have good news as well at least 3D is not dead yet )
Looking forward to the plasticity course!
But SDF Modeling - especially once it gets parametrics, excellent hotkeys / UX, ect. is my endgame.
Magica CSG is lovely - but it still feels like a toy - a very lovely one - but it's still early.
Substance Modeler is grand, but it's geared toward working by hand and sculpting in VR - fantastic, have seen incredible hard surface models - but not really what I'm seeking.
Topology *really* doesn't matter in SDF modeling. It's literally brainless. You're just the artist. You're thinking with booleans but that's it. Nondestructive. I just wish it were more controllable via scripts / params - it's getting closer and closer all the time, though.
I love this guy he's funny as hell 🤣
hey, you are right, plasticity is a software that has a lot of future, I use parametric drawing with solidworks blah blah blah and all that bullshit, but to fly in a jet as an artist you need more intelligent software, I think the era of baby mophets is over and Now the course of life is another dimension, I support your comment and channel, you are a damn crack
What usually stops me is the way you create your high poly can make retopoly easier.
No. NURBS is more unwieldy and inflexible than sub d. There's a reason subd took precedence over NURBS surfaces as Pixar popularized sub d in the 90s and made it a more appealing alternative. The clean surfaces you get are beautiful but I wouldn't downplay how hard it is to get those patches right. Does plasticity have tools for analyzing curvature? I mean try modeling an Audi or a BMW body with NURBS alone. Shit's tough to get right and clean.
In my short experience nurbs is really hard but gives the best results, no more kinks and warpy stuff
All the car companies use nurbs/bezier modelling (usually Alias or Icemsurf) for the accuracy and control for manufacturing and quality It’s not harder per se but it’s just a completely different approach to modelling
Correct. They can’t model. No real world examples of anything. No generalist ever has the working option of modeling what they want in the real world. They’re brand new at this.
I thought I was a weirdo for not liking retopology and subd workflow😂😂
This cracked me up 😂😂😂,Ponte is the guy man,doing gods work.
F360 + Plasticity w/ Blender for rendering will create the singularity. Nick’s team is morphing Plasticity into a cost-effective alt to Alias for primary surfacing. Check back in 2025 and Plasticity will achieve CAS nirvana. Jay Cutler did the Quad Stomp in 2014 and changed the world.
Plasticity is Legendary soft
Very interesting cast Ponte! Been using C4D since R10... now learning Plasticity and it is MINDBLOWING!!!! I use Corona Renderer at the mo and SICK of Maxon's dictatorship bullshit now forcing us to pay for RS!!!!!??? F OFF!!! Ponte, btw, thought I was the only one swearing as much, LOL! Makes me laugh... Anyway, seriously thinking of ditching C4D and learning Blender (as its free as well). Great tutorials btw! Will purchase yours once work starts picking up... getting quite confident with Plasticity but not 100% yet.
don't think, just ditch it. Cinema's days are numbered.
I was about to order the discount version of material works. but It seem like you took it down?
Yes, it's gone and yesterday he did say 3 days. It was $77 for the complete package, but not anymore and the video is gone too.
I was going to get it too
@@slavar6868 We are getting a lot of requests about it ,we may open it up for another day, maybe tmr
When is your classes on plasticity coming out? Cause you’re right it’s way easier than sub d in blender.
BlenderBros already have UA-cam tuts and a full course on Plasticity.
🏄🏄♂I'm here for the ride. Its all about flow, it will always be about flow... The moment creativity slows or stops.. so too does your opportunity to bring your best into this world. Im a surfer... and it will ALWAYS be about the ride baby. Love it Ryuu, as always this is a banger bro and I could not agree with you more.
Haven't used plasticity and don't plan on it.
Thanks for the evening laugh! Going to fucking check it out bro!
Well explained
Hey Thanks for the vid, have you had a chance to check out the new "Expert curve modeling" addon looks like a quad typology killer , I think it like does your typology as you go.
It's only a matter of time before Blender has features identical to Plasticity. Don't get me wrong-I do like Plasticity. However, Blender will evolve!
ehh good luck. blender is cool but they really dont evolvbe things they arent interested in and sadly that does inc modeling. and blender also relys on plugs wayyy too much to solve their problems.
Can you FreeCAD parametric tutorials, please
. ..This was a "Brilliant" listen! - TY
2:06 : Cki Vang
ever heard of ALIAS AUTOSTUDIO ? or ALIAS SURFACE ... ??
Yes plasticity is great but if you need a good mesh, quads or ngons, you will have to spend a lot of time cleaning or doing retopo. For now, it is what it is. One day maybe AI will do the retopo. But not for now.
It's fucking motivating! ))))
How plasticity goes with sifi corridors, interiors and buildings? Is it worth to start in plasticity and then bridge to blender???
SubD is nice but time-consuming. To achieve what you can do in Plasticity in less time and probably much better, is not worth it. I value time, also, using curves, lofts and xnurbs correctly is no easy task. Just saying!
Plasticity is actually fun to use, Blender is so frustrating it's not enjoyable to use. I Commented this before you said it was "fun", 100% agree.
Blender feels broken plasticity just works
Did ILM get the memo? How about every other VFX industry standard companies what almost 100% only use clean sub d modeling? Guys and gals, a modeler does not ever decide what to model when working in the real world for a VFX company - you are TOLD what to model....
Give us a call when you realise that 3D is a bit larger than just VFX industry. And even in VFX second plan static meshes dont need to be in subd.
@@PonteRyuurui Almost all relevant studios pipeline will require clean quad sub d models, that's just the way it is. You are a talented concept artist but I think you are trying to skip the actual modeling part. Again, modelers will no be deciding what to model and nearly all studios want clean quads, this is because they want a versatile model. Go ahead and submit your own portfolio and post the job offers with n-gon, non quad - boolean models....
@@criticalwokeracisttheory4645 thank god for freelance work.
@@anab0lic It does not matter. At the end of the, any studio or person wanting a 3d asset will want it all clean, quad and perfect topology. For those who watched this thinking that sub-d is dead or you don't need to know how to model properly are forgetting one very important element....it's the lighting stupid. The way light reflects and retracts on a model properly will be determined by the mesh....go ahead and submit n-gon models or try to sell them to anyone. And auto remesh tools are no match for a pro re topo.
@@criticalwokeracisttheory4645 nope, I do 3d for 3d printing, perfect topo is irrelevant for me thank god. Also I do wonder if its quicker to just make stuff in software like plasticity and retopo it in software that has the best tools to do so like 3d coat.
fk yeah bud!
For hardsurface modelling SubD is already dead. Plasticity + QuadRemesher combo feels like cheating. You just have to manually create seams for QuadRemesher to create edge flow. SubD will probably stick around for animation though.
I feel like poisoned by the amount of the word "fucking" I heard 🤮
Fucking cool!!!
And you are who?
i think you swear too much, its unnecessary. I agree with the points though.
Just keep beeping while you're watching and eveything will be fine.
Man 😂😂😂
I love how u handling toxic people 😂😂😂
What u said I said 5 years ago
In matter of 10 years people will be working with completely different pakages from what we using right now
AND YES PLEAAAAAAAAASE put subdiv in the FUCKING trash 🗑
I remember when I was learning 3d that subdiv gave me a massive headache 😫
It will be a HUGE leap for industry and specially for game art because HP is a crucial stage for making good models
Thank u for this video and keep bashing toxic people heads 😂😂😂
😅😅😅😅🤣🤣🤣
The most toxic Blender bro ever
oh look a lost reddit cunt, how's Karen? Yuo guys workign on any new post? We miss you. I made a few typos so you'll feel useful.
I really admire your work Sir, but the F...word made the video twice as long of what it could have been
You sound frustrated.. no offense
it was raining
@@PonteRyuurui Bad weather for going window shopping :P
BS!