Surface Quality in Plasticity, Steps and Modeling Time | Concept Car | xNURBS in Plasticity 3D

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  • Опубліковано 9 вер 2024

КОМЕНТАРІ • 26

  • @Qwerty-iw4ks
    @Qwerty-iw4ks 3 місяці тому +4

    It seams that Xnurbs surfacings is pretty much straight forward way of modeling. So i also gona purchase studio version soon

    • @ytskt
      @ytskt 3 місяці тому +4

      It looks easier than it really is... Don't discount his experience and high level surfacing skills. He would do the the same without Xnurbs and make it look easy!!

    • @saninmw3
      @saninmw3 3 місяці тому

      yes for sure, he knows what hes doing and this takes years to develop@@ytskt

    • @Qwerty-iw4ks
      @Qwerty-iw4ks 3 місяці тому

      @@ytskt I ve seen his previous car model. It s also awsome but It is impossible to model car without any artefacts with default patch/loft. I can model a car without pinching in sub D, but i dont want wasting time on barely working patch and loft. I think with Xnurbs it will be more reasonable

    • @SchroedingerK
      @SchroedingerK 3 місяці тому +3

      ​@@Qwerty-iw4ksdon't forget about the sweep command (shift+P). For basic primary surfaces, sweeping a curve along one or two other curves usually results in a cleaner CV layout. Or, as Kuchmeiester does, use loft and then rebuild the surfaces to clean up the CVs. The downside is that when reducing tolerance to reduce control points, you lose edge alignment.
      I'm hoping another update will allow for rebuilding surfaces with more control over number of UV points.

    • @cekuhnen
      @cekuhnen 3 місяці тому

      @@Qwerty-iw4ksof course can you model a car without pinches etc using plain single span patch layouts
      It is just a lot of work

  • @damianrix7861
    @damianrix7861 2 місяці тому

    beauty!

  • @Qwerty-iw4ks
    @Qwerty-iw4ks 3 місяці тому +1

    In polygonal it would take way more time because of fixing shading artefacts while messing with subdivision surface. And even quad topology does not guarantee you perfect surface

  • @TAH1712
    @TAH1712 3 місяці тому

    Yes, yes...very awesome!

  • @lotdproduction
    @lotdproduction 3 місяці тому

    Dang bro! ❤ Love this.

  • @hotrod1953Skylark
    @hotrod1953Skylark 2 місяці тому

    Beautiful work, very impressive. No sound makes it useless for me as I am trying to learn plasticity.

    • @Kuechmeister
      @Kuechmeister  2 місяці тому

      Thank you, Cars are not really good to learn Plasticity, cars are only pro stuff.

  • @udayakanth
    @udayakanth 3 місяці тому

    well done

  • @user-mg2om5dr7e
    @user-mg2om5dr7e 3 місяці тому

    WOW ,Very nice video.!~

  • @RunTheTape
    @RunTheTape 3 місяці тому

    Wow

  • @jimmyjames6913
    @jimmyjames6913 3 місяці тому

    💪

  • @Qwerty-iw4ks
    @Qwerty-iw4ks 3 місяці тому +1

    Hello. Awesome design, awesome model. But what do you mean by class A surface ? And how else something better could be achieved without Xnurbs ?

    • @Kuechmeister
      @Kuechmeister  3 місяці тому

      With Alias or IcemSurf you can reach Class A. en.wikipedia.org/wiki/Class_A_surface

    • @Qwerty-iw4ks
      @Qwerty-iw4ks 3 місяці тому

      @@Kuechmeister Thanx

    • @Costrela
      @Costrela 3 місяці тому

      Plasticity does not have C2 continuity ?

    • @Kuechmeister
      @Kuechmeister  3 місяці тому +1

      @@Costrela OK This car is G2 but Plasticity have not G3.

    • @Costrela
      @Costrela 3 місяці тому +1

      @@Kuechmeister Your model is superb, if it respects continuity at least C2 with a rendering on high mesh it is technically validated class A. There is a lot of subjectivity in class A such as the use of renowned software such as alias, catia , NX but that’s snobbery.

  • @saninmw3
    @saninmw3 3 місяці тому +1

    So just to compere this to Master Car Creation tutorial in Blender(amazing tutorial)ua-cam.com/video/dwoq53Bjb3Y/v-deo.html&ab_channel=CGMasters
    took him 27 hours and10% or so is sped up.Yes the Corvette model is more detailed and slightly more difficult but stil...