I think Nick understands the massive market that is to be had among the hobbyist designer and CAD person who cant afford $500 software. All the major CAD companies ignore this market. Nick seems to be driven by passion and an understanding of open-source and owning software. He is clearly passionate enough to have focused on "us" the hobbyist, 3D print makers, artists etc. He will hit it big with this one. I am very proud of his decisions so far.
@@JasonSchoeman tbh, it's not just for hobbyists. On the contrary, I would say every modern professional concept artist in entertainment industry who works in 3d would benefit from the development of Plasticity. Many use either CAD software already, or boolean-like approach in their 3d software of choice, because nobody likes to model with polygons. And all those software are really not artist-friendly. They offer either really slow workflow with no ability to add shortcuts, so you click the mouse for every operation, or they just use inferior kernel, that breaks every time you want to bevel something more complex than one planar edge. Plasticity could become industry standard software for entertainment concept art. You just need couple of famous artist to make tutorials and show how easy it is to use and it'll start rolling
@@JasonSchoeman what are you expecting v2 and beyond to cost? The more development it gets the more it will overtake it's immediate competitors and naturally the more expensive it will cost to upgrade - they'll be a roadmap ahead obviously and that will be mostly commercially secret as many of it's existing competitors along with higher and lower end cad vendors are watching Plasticity very carefully. TBH, I don't use Plasticity. With my modeller of choice, I just concentrate on modelling what need to and I use the Plasticity demonstrations to practice and see how I would ( if I ever needed to) , do it... It's made me realise how good my CAD ( parasolid) modeler really is and how poor my knowledge on nurb curve and surfacing was. Plasticity IS A GREAT PRODUCT but I'm sticking with what I know, and know better now thanks to Plasticity demo's.
100% please! I only make mechanical parts for real world projects, I use to model in blender and I really miss having dimensions and scale for objects easily available. Right now I measure with lines.
I agree on the need of dimensions for precision, i don't know how it should work though. I'm on trial version right now but I'm definitely buying the full version! I use plasticity for 3d printing
I plan to use Plasticity for jewelry design, and would take Plasticity over Blender anytime to lay out the basic forms, so precise scale and measurements for this particular use is a must!
@@KRGraphicsCG Plasticity is truly a lifesaver, hope Autodesk doesn't end up buying/shelving it as it has done before with other "potential competitors".
Visually identify what point is not completing a closed face on a surface - this alone will save hours on builds. Thank you! This kind of user focused convenience is what will make plasticity a great tool for artists
Not just artists, with more precision features this will just be "The Human CAD", feel free to use this tag line instead of the artitst one, once Plasticity evolves. 😁
These are the things I expected to be there when I started polygon based 3d modeling but wasn't. I assumed it's not there because it's difficult. I am very happy to see you made it available. Thank you a lot.
Been modeling for over 2 decades and have been playing with the demo for a week or so and could see its usefulness in my current endeavor which is precise mechanical elements coupled with semi-organic shapes. This video made me decide to immediately purchase the studio version. Looking forward to being a part of the Plasticity community but mainly having the ability to make the things I want, less painful. The software I currently use for surfacing is painful lol
Very nice new tools - definitely good surfacing is an order of magnitude more difficult than solid modelling... but the results can be staggering beautiful and so worth the practice and patience.
I didn't really understand what makes surfacing more difficult. Is it managing the tangents for the reflections or what in particular makes it a difficult skill?
Great Job! 🎉You're leading a paradigm shift that is taking the 3D artist community by storm. The Siemens Parasolid geometry kernel was a wise choice (because it's so capable and cutting edge), plus much more powerful than traditional mesh modeling like in Blender. If you manage to add parametric controls, it would completely revolutionize the design industry, benefiting all of society. Wishing you luck and success! :)
Amazing software 🤩👏👏👏👏 again. The future of shapes is in curved surfaces.The future is advanced tools for modeling objects with curved surfaces and surfacing.
Thanks for the update. Lots of great surfacing tools. Btw, most of the "realistic" car models in the demo video would really benefit in fixing some proportions like wheel size, length, detail sizing, etc. It's basically impossible for an artist to not have a blind spot somewhere with regard to realistic modeling, this is where measurements come in.
This is huge actually! It might not look that flashy, but it fixed the biggest weakness the software had. Damn I love this software! I have related a question, regarding surfacing: In some other software, you are able to change the surface curves post-factum and see an update to the surface in realtime, without the need to rebuild the surface. Is it somewhere in a roadmap for Plasticity development or is it a kernel-limited feature, meaning not possible to implement it? Because for artistic concept work, it's much easier to "sculpt" the surface, than to build just the curves and patch them every time I want to check how it looks like.
Я смотрю тут вся банда собралась :)))) Развивайте эту тему. Очень круто. Если сможешь для новичков разжевать моделирование через кривые то это будет супер!
I don't use Plasticity (yet) but seeing the Patch Modeling workflow for this can speed up the process so much faster. My first thought is that car modeling will take pretty much no time to get a rough shape of the car you want pretty quickly.
So I'm an absolute noob with 3D modelling. I've tried to use Blender but found it not intuitive at all. Tinkercad was more my speed, but found it's feature set too limited. This might be just right to fill that hollow. Going to give the demo a shot tonight.
Please create instructions/documentation for this product! Everyone keeps saying it's so easy, just click around and figure it out. Well, some of us aren't gifted with that ability. I only learn software after reading through the documentation, after which watching tutorials or just clicking around makes much more sense to me. I was quite disappointed to have paid $100 for a license, only to find out there's no documentation.
I thought something like this was already possible with 3D Studio Max way back in the nineties. Spline patch modeling, and is was incredibly easy! I remember making fighter jets and humanoid characters with relative ease. Something which is spectacularly difficult nowadays with different software. I am glad to see that there's some change on the horizon finally ❤
I have a request. Could you make the camera move around the selected object (as it is default in 1.2) but as soon as the object extends beyond the viewport limits to transition to rotate around the virtual center screen ? It would make working on finer details A LOT easier.
Exciting program. Congratulations. It would be very useful if the gizmos for sizing, rotating, moving etc were to appear no matter where your zoomed in on the object. As it is, one can't zoom in too far or the gizmo is off screen.
This looks awesome! One thing I struggle with, is the export to polygons. 50% of the quality and precision are gone, especially tight bevels, edges, with a lot of work and effort going into retopology iterations. This reduces the reason to work or start learning Plasticity somewhat. (I'm a Maya/Blender user), thanks!
One problem seems to be when transporting models from Plasticity 3D into a slicer like Cura, the models don’t come out at the same size they are very small which then needs to be re adjusted again in the slicer software. Hoping to buy studio version, as this CAD software is the best and easy to use.
Please add Blender's ALT navigation. This is extremely important for pen/tablet users. Pen/stylus/tablet is used by many artists. Blender's alternative navigation allows you to not use the pen keys (usually right and middle button) with regard to navigation, which will be much smoother and more comfortable. Constantly clicking on the pen keys is uncomfortable and unnatural for the hand.This combination is also present in Moi3D.
wow finally proper surface tool is coming, previously i use both solidworks and blender for 3d modelling whenever they are better than other Now we need command/operation Tree like solidworks for parametric modelling
Hi! Amazing improvement for the surface modelers. Any chance to be able to manipulate the control points of the surfaces to refine or modify an existing patch? That would make this 3d freeform modeling software be in the next level.
Please, make the UI work properly with Windows's High Contrast mode. This mode is used by many people with eyesight issues. Would be great if Plasticity either change its appearance in this mode to something appropriate, or do not change at all (it looks great actually in default non-high contrast mode), but not look what it looks like in High Contrast mode at the moment. That's the only thing that prevents me from buying your beautiful piece of software.
Is there any 3D program that will allow me to calculate a curved surface and translate it into a flat surface? I'm referring specifically to a boat hull that I would like to cut out. I would like to calculate the curvature of the boat hull onto a flat surface using a CAD or plasticity program. Do you have any suggestions?
The program has become so accessible that in a couple of days you can safely work in it. I'm looking forward to a feature where you can easily do UV mapping. You have done a very great job, thank you 🙏
I've yet to try plasticity out, but what is the current state of importing and editing meshes? (as an example, importing something organic to fusing and trying to edit it in the hard surface tab is a death wish of error codes, crashes and hours of lag per click)
The update looks great! But it'd help a LOT with learning to see the shortcut keys you're pressing (especially for new features) as documentation is so light currently - could you use an app that displays a HUD of keypresses and mouse clicks over future videos? Thanks!
I love plasticity it is an excellent tool. I have a slightly silly question. Is there a way to unlock multiple items? I was able to lock with lock selected but I can't find a way to unlock many at once. I would appreciate any help!
I use Fusion 360 now, and rely heavily on dimensions as a starting point, to create an outer framework for the parts im modeling. can you setup planes, and sektch on t hose planes and use dimensions, as a starting point, and then model 3d using plasticity tools, and then later check the part with a cross section plane, and then measure it to check dimensions? I need to check/define part with cross sections at key positions, and then model parts, and later inspect/come back to edit those key dimensions and update the model, etc. Can Plasticity accomplish this same thing as is or in a similar way? Thanks!
I wish the path tool had more options I personally just don't like it, I want to draw a curve over an image exactly in the profile but the point interpolation is just wierd to me. I wish is were more like photoshop. Can plasticity import curves? That would make life easier if so, but still. outside of that I do enjoy the program but there is so little documentation and you have to rely on just randomly figuring it out of finding someone who made a possibly ok tutorial since the software has updated 5 times already and alot of the tutorials are beta v1 and v1.1 so just on-going growing pains that I really want to enjoy the program but its kind of hit or miss and I just want to create. I use to use Rhino for years, but I think CAD for artist statement means you should assume the user has never used a CAD program before. I'm excited to continue to see the development though.
Just a quick question for the more experienced lads here: how well suited is plastucity for video game asset production? How easy is it to export it to Blender or Maya for rigging or to Substance for material pass?
It exports in the universal .OBJ object format, which can be read by... pretty much any 3D program. The surface it exports will be perfectly fine for static assets, such as background objects, and so forth, but will require some additional work if you want it to rig or animate in some way. Since it is a hard-surface program, I assume you don't want it for characters, so we're probably talking guns, cars, etc. That is doable: for a gun, you'd merely need to export it in _parts:_ grip, chamber, trigger, hammer, etc. then assemble the assets in Blender and rig it with bones. Regarding materials, you will of course have to UV unwrap it, which is always a lot of work (no way around that!), but you can use the settings on the OBJ exporter to output the same model at multiple resolutions/details to do normal map bakes. There are a series of videos on Kuechmeister Swagger's channel, which show examples (just search "Plasticity game design" on youtube).
@@graemevaughey7432 I'm just gonna add that sometimes you need to do some basic retopo if you have a model with surfaces on some weird angles, it not always produce clean quads.
@@rob679 Sure. The level of complexity involved in taking something as intricate as the forms which Plasticity is capable of producing and converting them into polygon geometry is probably always going to struggle _sometimes._ Frankly, the export algorithm is incredibly impressive at the moment, and the results are usually really good (way better than MOI).
@@graemevaughey7432 Splendid, I was mainly concerned about the export resulting in potentially unsafe ngons or generally too high of tri count. But sounds pretty good. Thanks for your quick answer ^^
@@Sahrawiyun All of those are _options_ in the exporter: triangles, quads or ngons are options (some programs can read ngons, game engines cannot). Resolution is also an option (higher polygon count results in smoother curved surfaces, lower polygon count will be faceted).
How are you isolating your selection without having the camera zoom in and out as it does for me in 1.2 and previous versions? If possible, it might be useful to show in your videos what keys you're pressing as you do a demo.
Back when I tried the free trial I had a couple of question I needed to ask before buying but found out that support and question are only for those who already bought it, and it kinda sucks even though I understand why you made it like this, but there will be questions that will prevent people from making the decision. Also is there a documentation for the software, or do we have to explore tools and features with no clue about it's details?
I was looking for some parametric modeling to use as a companion to architecture BIM suits (Archicad), like Rhinoceros 3d. How does this compare to it? The simple fact that it has a perpetual license makes me want to buy it just for the sake of it. I am an old 3ds Max user ( I know it isn't parametric) and since abandoning Autodesk I haven't found a suitable replacement.
PERPETUAL at whatever version you buy, on the installed pc - the value of subscription is latest stuff, when you need it only... subscription isn't always the worst choice or most expensive option. Plasticity is dynamic modelling, not parametric.
The workflow is very similar to Rhino. Try out the demo and follow some tutorials. The real power in Plasticity is the parasolid kernel. Nothing on the market beats it for the price. Rhino will never be as good with filleting. Advanced surfacing will likely be better than Rhino's once Nick taps into the full parasolid toolset.
I sincerely hope that you don't sell out to any company and they don't destroy your project.
Yes. Like what happened to Sketchup
I think Nick understands the massive market that is to be had among the hobbyist designer and CAD person who cant afford $500 software. All the major CAD companies ignore this market. Nick seems to be driven by passion and an understanding of open-source and owning software. He is clearly passionate enough to have focused on "us" the hobbyist, 3D print makers, artists etc. He will hit it big with this one. I am very proud of his decisions so far.
@@JasonSchoeman tbh, it's not just for hobbyists. On the contrary, I would say every modern professional concept artist in entertainment industry who works in 3d would benefit from the development of Plasticity. Many use either CAD software already, or boolean-like approach in their 3d software of choice, because nobody likes to model with polygons. And all those software are really not artist-friendly. They offer either really slow workflow with no ability to add shortcuts, so you click the mouse for every operation, or they just use inferior kernel, that breaks every time you want to bevel something more complex than one planar edge.
Plasticity could become industry standard software for entertainment concept art. You just need couple of famous artist to make tutorials and show how easy it is to use and it'll start rolling
@@JasonSchoeman what are you expecting v2 and beyond to cost? The more development it gets the more it will overtake it's immediate competitors and naturally the more expensive it will cost to upgrade - they'll be a roadmap ahead obviously and that will be mostly commercially secret as many of it's existing competitors along with higher and lower end cad vendors are watching Plasticity very carefully. TBH, I don't use Plasticity. With my modeller of choice, I just concentrate on modelling what need to and I use the Plasticity demonstrations to practice and see how I would ( if I ever needed to) , do it... It's made me realise how good my CAD ( parasolid) modeler really is and how poor my knowledge on nurb curve and surfacing was. Plasticity IS A GREAT PRODUCT but I'm sticking with what I know, and know better now thanks to Plasticity demo's.
Even though I'd be sad if he sold it, I'd be happy for his success. He's earned it.
We need scale, to be able to use dimensions so we can model objects precisely if you please
100% please! I only make mechanical parts for real world projects, I use to model in blender and I really miss having dimensions and scale for objects easily available. Right now I measure with lines.
I agree on the need of dimensions for precision, i don't know how it should work though. I'm on trial version right now but I'm definitely buying the full version!
I use plasticity for 3d printing
I plan to use Plasticity for jewelry design, and would take Plasticity over Blender anytime to lay out the basic forms, so precise scale and measurements for this particular use is a must!
I use plasticity very often for 3d printing and I've been able to get precise measurements for my projects. Also blueprints helps
@@KRGraphicsCG Plasticity is truly a lifesaver, hope Autodesk doesn't end up buying/shelving it as it has done before with other "potential competitors".
Visually identify what point is not completing a closed face on a surface - this alone will save hours on builds. Thank you! This kind of user focused convenience is what will make plasticity a great tool for artists
Very true this is super useful
Not just artists, with more precision features this will just be "The Human CAD", feel free to use this tag line instead of the artitst one, once Plasticity evolves. 😁
@@michacassola yep
Please don't let yourself get bought out by a large corporation only to be lost. Your talent is on another level
These are the things I expected to be there when I started polygon based 3d modeling but wasn't. I assumed it's not there because it's difficult. I am very happy to see you made it available. Thank you a lot.
all of that is and was available in solidworks all the time - called surface modeling xD
Been modeling for over 2 decades and have been playing with the demo for a week or so and could see its usefulness in my current endeavor which is precise mechanical elements coupled with semi-organic shapes. This video made me decide to immediately purchase the studio version. Looking forward to being a part of the Plasticity community but mainly having the ability to make the things I want, less painful. The software I currently use for surfacing is painful lol
You won't be disappointed once you get in the groove. I can work much faster in Plasticity than I can in NX.
This is going to take the 3d modeling arena by storm. Awesome times.
It's called Rhino, and it has been around for a long time
those new curve and surface bridging commands are game-changing
Outstanding work, Nick! I'm really excited about these additions.
Very nice new tools - definitely good surfacing is an order of magnitude more difficult than solid modelling... but the results can be staggering beautiful and so worth the practice and patience.
I didn't really understand what makes surfacing more difficult. Is it managing the tangents for the reflections or what in particular makes it a difficult skill?
Dude, you are insanely driven to develop something like this. Take plenty of breaks and don't get burned out. You got too many of us on the hook now
These are some incredible improvements! Thank you for your hard work, Nick!!!
Great Job! 🎉You're leading a paradigm shift that is taking the 3D artist community by storm. The Siemens Parasolid geometry kernel was a wise choice (because it's so capable and cutting edge), plus much more powerful than traditional mesh modeling like in Blender.
If you manage to add parametric controls, it would completely revolutionize the design industry, benefiting all of society.
Wishing you luck and success! :)
I’ve never done 3d modeling, but I’ll need to soon. Surfacing looks really neat. Great work!
Amazing software 🤩👏👏👏👏 again.
The future of shapes is in curved surfaces.The future is advanced tools for modeling objects with curved surfaces and surfacing.
Thanks for the update. Lots of great surfacing tools. Btw, most of the "realistic" car models in the demo video would really benefit in fixing some proportions like wheel size, length, detail sizing, etc. It's basically impossible for an artist to not have a blind spot somewhere with regard to realistic modeling, this is where measurements come in.
These are beautiful new features :D... and I can't wait to play with them when I get home from work
This is huge actually!
It might not look that flashy, but it fixed the biggest weakness the software had. Damn I love this software!
I have related a question, regarding surfacing:
In some other software, you are able to change the surface curves post-factum and see an update to the surface in realtime, without the need to rebuild the surface. Is it somewhere in a roadmap for Plasticity development or is it a kernel-limited feature, meaning not possible to implement it? Because for artistic concept work, it's much easier to "sculpt" the surface, than to build just the curves and patch them every time I want to check how it looks like.
It’s not a limitation of the kernel but it’s something for plasticity 2.0
Wow finally. I used to have to copy the curves and manually break them before patching them, now I can do it in an open surface finally...
plasticity is the goat now ! 👌🏽
Gods work is happening with this project. Love it
Will absolutely buy the Studio version once there is proper documentation and some form of dimension tools!
Let there be compatibility with 3DMouse/3Dconnection if you please
This is some incredible stuff. I am going full studio seat to support this effort.
thank you for this program. i use blender for organic stuff for my minis and plasticity for hard surface modeling. thanks also for linux support
Super excited to experiment with those new features 🚀
Я смотрю тут вся банда собралась :)))) Развивайте эту тему. Очень круто. Если сможешь для новичков разжевать моделирование через кривые то это будет супер!
I don't use Plasticity (yet) but seeing the Patch Modeling workflow for this can speed up the process so much faster. My first thought is that car modeling will take pretty much no time to get a rough shape of the car you want pretty quickly.
I always want to caution people to temper their expectations. But it’s a nice workflow for the blockout
So I'm an absolute noob with 3D modelling. I've tried to use Blender but found it not intuitive at all. Tinkercad was more my speed, but found it's feature set too limited. This might be just right to fill that hollow.
Going to give the demo a shot tonight.
One of my hobbies lately has been playing with maclaurin series and analytic functions, so the idea of analytic surfaces seems interesting to me
Holy moly!! 😮😍🤩
Thank you, thank you, thank you Nick!! 🥰🥳
Plasticity is the best thing that has happened in 3D modeling in the last 10 years.
Please create instructions/documentation for this product! Everyone keeps saying it's so easy, just click around and figure it out. Well, some of us aren't gifted with that ability. I only learn software after reading through the documentation, after which watching tutorials or just clicking around makes much more sense to me. I was quite disappointed to have paid $100 for a license, only to find out there's no documentation.
Amazing work brother
I thought something like this was already possible with 3D Studio Max way back in the nineties. Spline patch modeling, and is was incredibly easy! I remember making fighter jets and humanoid characters with relative ease. Something which is spectacularly difficult nowadays with different software. I am glad to see that there's some change on the horizon finally ❤
This software reminds me of nurbs modeling from the early 90s reborn.
Plasticity seems like a useful software for automotive design
as soon as they add blueprint drawing I'm in
Amazing Nick!!
I have a request. Could you make the camera move around the selected object (as it is default in 1.2) but as soon as the object extends beyond the viewport limits to transition to rotate around the virtual center screen ? It would make working on finer details A LOT easier.
Exciting program. Congratulations. It would be very useful if the gizmos for sizing, rotating, moving etc were to appear no matter where your zoomed in on the object. As it is, one can't zoom in too far or the gizmo is off screen.
Wow!!, fantastic , many thanks
the most exciting 3d app out there at the mo bar none 👍
This looks awesome! One thing I struggle with, is the export to polygons. 50% of the quality and precision are gone, especially tight bevels, edges, with a lot of work and effort going into retopology iterations. This reduces the reason to work or start learning Plasticity somewhat. (I'm a Maya/Blender user), thanks!
One problem seems to be when transporting models from Plasticity 3D into a slicer like Cura, the models don’t come out at the same size they are very small which then needs to be re adjusted again in the slicer software.
Hoping to buy studio version, as this CAD software is the best and easy to use.
Cura does that to most anything I throw at it. I always reset the scale using the overall bounding box size of the object and have no problems.
Can you take surfaces and flatten them to create a pattern for fabrication?
Please add Blender's ALT navigation.
This is extremely important for pen/tablet users. Pen/stylus/tablet is used by many artists.
Blender's alternative navigation allows you to not use the pen keys (usually right and middle button) with regard to navigation, which will be much smoother and more comfortable. Constantly clicking on the pen keys is uncomfortable and unnatural for the hand.This combination is also present in Moi3D.
You're a CAD programming badass. 🤔
1:25 Discord notification had me checking all tabs lmao
molding when you bevl as an option would be nice for architecture
It looks like a very cool software, but your video keeps making me look at the discord tray icon for notifications haha
UV Seams and unwrapping is the only thing missing to make it useful.
I love it.
EPS import would be great. we could use Illustrator-files or similar.
Only NURBS? or also bezier curves?
wow finally proper surface tool is coming, previously i use both solidworks and blender for 3d modelling whenever they are better than other
Now we need command/operation Tree like solidworks for parametric modelling
Hi! Amazing improvement for the surface modelers.
Any chance to be able to manipulate the control points of the surfaces to refine or modify an existing patch? That would make this 3d freeform modeling software be in the next level.
Would be great to see parameters/technical sketching in the future. I really hate how slow and tedious the Workflow is in the established CAD-Software
Nick, will there be an ability to update the app from within the app?
Wow! I can't wait to buy Plasticity soon
Thanks Very Much, Boy !!! It's a very good Soft !!!
Please, make the UI work properly with Windows's High Contrast mode. This mode is used by many people with eyesight issues. Would be great if Plasticity either change its appearance in this mode to something appropriate, or do not change at all (it looks great actually in default non-high contrast mode), but not look what it looks like in High Contrast mode at the moment. That's the only thing that prevents me from buying your beautiful piece of software.
Thank you! I'm loving Plasticity! Is there a command list somewhere or a keyboard shortcut list?
I was wondering the same thing
I can only say thank you and wow. Oh look at the time.
you're the goat man
Is there any 3D program that will allow me to calculate a curved surface and translate it into a flat surface? I'm referring specifically to a boat hull that I would like to cut out. I would like to calculate the curvature of the boat hull onto a flat surface using a CAD or plasticity program. Do you have any suggestions?
If plasticity keeps going in the advanced surfacing direction (or class A) I think a lot of people including me would switch from Alias in an instant!
The program has become so accessible that in a couple of days you can safely work in it. I'm looking forward to a feature where you can easily do UV mapping. You have done a very great job, thank you 🙏
Please can we get a history etc so we can change it later? I know this is not parametric but still!
this software has a lot of potential...
I've yet to try plasticity out, but what is the current state of importing and editing meshes? (as an example, importing something organic to fusing and trying to edit it in the hard surface tab is a death wish of error codes, crashes and hours of lag per click)
not me checking discord twice while watching
@nickkallen1 Did the real-time
Blender update feature you displayed in v1.0 video make it into v1.2?
The update looks great! But it'd help a LOT with learning to see the shortcut keys you're pressing (especially for new features) as documentation is so light currently - could you use an app that displays a HUD of keypresses and mouse clicks over future videos? Thanks!
I love plasticity it is an excellent tool. I have a slightly silly question. Is there a way to unlock multiple items? I was able to lock with lock selected but I can't find a way to unlock many at once. I would appreciate any help!
those discord notifications are scaring me, thanks for the video
Updated a few days ago, really great stuff! However, why does draft face no longer have a shortcut keybind?
Could you please port this over to iPad? The Apple Silicon chips are very good and it would be nice to be able to model on a mobile device.
I use Fusion 360 now, and rely heavily on dimensions as a starting point, to create an outer framework for the parts im modeling. can you setup planes, and sektch on t hose planes and use dimensions, as a starting point, and then model 3d using plasticity tools, and then later check the part with a cross section plane, and then measure it to check dimensions? I need to check/define part with cross sections at key positions, and then model parts, and later inspect/come back to edit those key dimensions and update the model, etc. Can Plasticity accomplish this same thing as is or in a similar way? Thanks!
Mega Nice ❤
U r just amazing, can u pls make tutorial for scissors
Please try say out laud shortcuts you use for beginners sake. thx for great work! 💙
In what way is this software's approach to representing geometry "more accurate" than NURBS?
Compare the intersection curve of two nurbs surfaces to the intersection of two planes
If this has some proper dimensioning tool, it could be a great replacement for “Moment of Inspiration”
i like to try the free trail, but it shows an error how i can access the free trail?
Hey Nick, is it possible to have Zbrush navigation inside Plasticity in the near future?
I would love to see this on iPad :)
I wish the path tool had more options I personally just don't like it, I want to draw a curve over an image exactly in the profile but the point interpolation is just wierd to me. I wish is were more like photoshop. Can plasticity import curves? That would make life easier if so, but still. outside of that I do enjoy the program but there is so little documentation and you have to rely on just randomly figuring it out of finding someone who made a possibly ok tutorial since the software has updated 5 times already and alot of the tutorials are beta v1 and v1.1 so just on-going growing pains that I really want to enjoy the program but its kind of hit or miss and I just want to create. I use to use Rhino for years, but I think CAD for artist statement means you should assume the user has never used a CAD program before. I'm excited to continue to see the development though.
Just a quick question for the more experienced lads here: how well suited is plastucity for video game asset production? How easy is it to export it to Blender or Maya for rigging or to Substance for material pass?
It exports in the universal .OBJ object format, which can be read by... pretty much any 3D program. The surface it exports will be perfectly fine for static assets, such as background objects, and so forth, but will require some additional work if you want it to rig or animate in some way. Since it is a hard-surface program, I assume you don't want it for characters, so we're probably talking guns, cars, etc. That is doable: for a gun, you'd merely need to export it in _parts:_ grip, chamber, trigger, hammer, etc. then assemble the assets in Blender and rig it with bones.
Regarding materials, you will of course have to UV unwrap it, which is always a lot of work (no way around that!), but you can use the settings on the OBJ exporter to output the same model at multiple resolutions/details to do normal map bakes. There are a series of videos on Kuechmeister Swagger's channel, which show examples (just search "Plasticity game design" on youtube).
@@graemevaughey7432 I'm just gonna add that sometimes you need to do some basic retopo if you have a model with surfaces on some weird angles, it not always produce clean quads.
@@rob679 Sure. The level of complexity involved in taking something as intricate as the forms which Plasticity is capable of producing and converting them into polygon geometry is probably always going to struggle _sometimes._ Frankly, the export algorithm is incredibly impressive at the moment, and the results are usually really good (way better than MOI).
@@graemevaughey7432 Splendid, I was mainly concerned about the export resulting in potentially unsafe ngons or generally too high of tri count. But sounds pretty good. Thanks for your quick answer ^^
@@Sahrawiyun All of those are _options_ in the exporter: triangles, quads or ngons are options (some programs can read ngons, game engines cannot). Resolution is also an option (higher polygon count results in smoother curved surfaces, lower polygon count will be faceted).
How are you isolating your selection without having the camera zoom in and out as it does for me in 1.2 and previous versions? If possible, it might be useful to show in your videos what keys you're pressing as you do a demo.
shift-h (hide unselected)
@@nickkallen1 Fantastic!! Thank you! I had been using Focus this whole time.
Back when I tried the free trial I had a couple of question I needed to ask before buying but found out that support and question are only for those who already bought it, and it kinda sucks even though I understand why you made it like this, but there will be questions that will prevent people from making the decision.
Also is there a documentation for the software, or do we have to explore tools and features with no clue about it's details?
Is it possible to snap curves on to an imported mesh? (reverse engineering a scan)
super cool
one humble question, how to extrude multi shapes eg circles, thrgouth multi nomals extrude a curved face?
Pls can u make possible to use the patch tool only selecting one edge instead of having to select 4 ?
3d connexions compatability please
Are you going to have a iPad app that shares files with the desktop?
Is the pricing on your website once-off or a subscription?
This is nearly too the point where I would recommend this to people instead of fusion 360.
I was looking for some parametric modeling to use as a companion to architecture BIM suits (Archicad), like Rhinoceros 3d. How does this compare to it? The simple fact that it has a perpetual license makes me want to buy it just for the sake of it. I am an old 3ds Max user ( I know it isn't parametric) and since abandoning Autodesk I haven't found a suitable replacement.
PERPETUAL at whatever version you buy, on the installed pc - the value of subscription is latest stuff, when you need it only... subscription isn't always the worst choice or most expensive option.
Plasticity is dynamic modelling, not parametric.
The workflow is very similar to Rhino. Try out the demo and follow some tutorials. The real power in Plasticity is the parasolid kernel. Nothing on the market beats it for the price. Rhino will never be as good with filleting. Advanced surfacing will likely be better than Rhino's once Nick taps into the full parasolid toolset.
Awesome
Is it posible to run plasticity on Ipad M2?