This is the most important feature of the whole project I believe, as when you're targeting 3D artists, a lot of the time these artists are going to want to use the final mesh in another app for rendering, animation and thus texturing. Texturing requires UVs and UVs are HARD when your topology is a mess. Please take real good care of this feature onwards!
Wow. Ngons export was the only thing that made me think that MoI will continue to be unbeatable when it comes to utility. Very happy with this development and excited to see it in the flesh. Bravo!
Nick, the video is not boring at all for people coming from Fusion 360 and trying to understand to Topology behind all this for Rendering e.g. in Blender. I can only agree to Digital Moon and Studio Petrikas. Wow, Ngons and control are great quality in Plasticity. MoI is doing a pretty good job, but Plasticity is really accurate and has a much better control on the difference in details. Great job. Respect
Thanks for sharing this. I could see the potential of what we can create and save time immensely with Plasticity. Thanks again for sharing to describe them all very well. ❤❤❤👌👌👌
Ngons rock. We are BlenderBros trained and do not fear ngons, rather we wield them with a quiver of add-on tools to cleanly morph the mesh and control shading. Quad boys…”don’t fear the reaper.” Keep Hammering Nick!!
Please incluye an option to importa and convert meses from other programas like 3ds max, etc, Arrimus 3d did a course and teach to use plasticity but he has to use as a bridge moi 3d to bring back and forward meses between plasticity and max
We already have tools for CAD modeling. What is missing is a tool that helps us with the UVs and the topology of these exports: it is crucial for you to focus on what happens after the actual CAD modeling. A couple of obvious suggestion would be: Auto UV seams placement, built-in topology algorithm that uses the additional information of the CAD model to create a better retopology. I also suggest you go further in the pipeline when doing your exercises and take your models to Blender and Substance painter to observe what problems artists face handling this geometry. I know it will be difficult but you yourself said you wanted to create a tool for artists! you are our only hope!!
Thank you, interesting tool! My only note -I would be happy to have IGES export in indie-version, as IGES is natively recognised by 3dsMax with tesselation on rendering stage.
When quad-mesh export is dialed in, I'll purchase. With messy geometry it's mostly a curiosity right now. Looks promising though. Keep up the good work.
as good or better than MOI? That's fantastic to hear! makes the value proposition that much better knowing we won't also need a MOI license for a reasonable game asset pipeline!
One word... Awesome!!! No brainer for hard surface designs. IMHO CIG also should use this workflow for their ships. It really would help to also display some stats like poly count when exporting. ;-)
Thanks for the details. And no, an explanation for solving problems is never boring ;-) An aha for me was to see that the conversion to quads is already possible here, but unfortunately this was not discussed in detail. But probably it is self-explanatory. A good Remesher-Addon in Blender costs also equal times 50 to $ 100.- (or more for several licenses), also good if you can save that.
Hi Nik - Plasticity is a great program! But it lacks a few things: 1 - The solid mesh view is toggled on and off with a single keystroke. (Very important!), 2 - Cooperation with 3D SPACE MOUSE, 3 - The view cube should be bigger and not so small (e.g. with 4K Monitors) there may be a choice in the settings (small, medium and large), 4 - if you select any model in the main view (solid, plane or line), it is not selected on the left side of the model list (the opposite can be done, but you have to look for it). These are the 4 most important changes needed in this great program....there are still more things to change but these are the most important. if this is changed it will be the #1 CAD program in the world like Sketchup, Spark Design or Blender. Kind regards from Austria.
Man it'd be super interesting if you could unwrap before turning models into meshes. Probably not a final unwrap, but maybe tagging faces that you want to be form an UV island, and determining seams. That'd be pretty killer.
Very useful. Its got me thinking about organic modeling. Normally that's done with sculpting and then retopology. Its a lot of work. If you could pin a curve onto a mesh adding vertices where it crosses exiting lines, basically a knife tool, but with a parallel line one side you get a sculpt/ retopology emulation. The limits you show could do the rest. Building out from a bone chain is an option most others don't use but it looks like you could do this.
The importing of existing NURBS model formats and these export settings alone are really nice to have. How it handles importing of vertex normals and then export will be interesting to see. Does it import vertex normals?
What will be the best way to output the geomtry to be able to apply a Subdivision operator in other softwares, without mess the polygons? Thinking mainly for motiongraphics projects (big close ups, UVwraps, etc) Thanks! :D
This is the most important feature for 3D artists! I havent considered even trying plasticity until i have seen it is able to export Ngon mesh! Amazing stuff! I spent 1 month on trial and bought indie a week ago. Its truly amazing. But it would be super helpful to get a deep understanding of its export settings, what exactly each slider does... I would rather watch a technical video for an hour, understanding all the details, than test every aspect by myself for more hours or days... :) Also what a number at each slider is actually derived from? Would be good to know. I would not feel just a monkey pushing sliders all around. (its still more fun than being a monkey in other programs though :D) But yeah this knowledge would make us more efficient... Also mentioned below, but tagging same surfaces for UV mapping would be a nice feature on the long run. ;) but i know you have your hands full, and on great things, so just do what you feel is making the best progress...
Thanks a lot for this software!! As user of Blender,Moi 3d and fusion 360,i like how easy blender control,but i always enjoy moi 3D +fusion 360 non-polygon modeling,Nurbs is crazy about hard-surface modeling but,too many software is hard to control! Plasticity perfectly solved my problem! blender control mode+Nurbs ?!? such amazing !! when i used fusion,i think about "can somebody make software i can used like blender,but modeling like 360?" great,great work! i will buy it when the beta over! thanks bro!
I see many talking about UV's. Perhaps team up with Rizom UV about that? 👏🏻 It's hands down the best UV tool I've ever used. Will take some serious work to beat that imho.
Quads leaves something to be desired, moi is still better here. But on the other hand, as soon as your model gets somewhat complex, even the best output from moi, the quads aren’t really useful for a catmull Clark conversion, so I kind of wonder what the point is
Hi! to open this export menu i’ve to save object as a file first? I mean if i’m using that blender bridge and it’s unnecessary to save anything at all. So, if i want to adjust parameters i do need to save first, yeah?
Is there anyway to export the NURBS as .obj so I can then convert the NURBS to subdiv in Maya and then convert subdiv to smooth mesh preview? I'm having a hard time figuring out how you would texture anything created in Placisity.
@@SuperSuperka I'm not sure what I'm doing, probably used the wrong terminology. I would like to export something to Maya that can be smoothed and UVed.
If you could make the tolerance setting do the opposite I think that'd be more useful, i.e. giving the smaller cylinder less polygons Ryan the larger one.
So I build in Plasticity now using meters but I export it as .stl and it's in inches. If you change this, please offer a way to not lose what I've done already. Loving the program!
@@nickkallen1 Ah, I’m a total newb so it’s probably something I’m doing. It’s working fine the way it is so it sounds like it’s not going to change so YAY!! Loving this program man! I make wood products on a CNC and with your new program I’m able to exactly replicate the parts I need to. It’s the 3rd CAD program I’ve quick-learned in the last 2 months, ugh. Recommended by someone teaching me Sketchup online (which didn’t work for me). It’s all about the fillets (t-shirt idea? Lol) Just to explain what happened to me though, I downloaded Plasticity and started making my parts with Plasticity set to inches. My parts we’re exactly 39.375 times smaller than I needed them to be once in the CAM software, lol. It took a bit to figure that out as the software was locking up trying to figure out tool paths for a part .14 inches in size and using a 1/4” router bit, hahaha. Cheers and thanks for the quick explanation! Congratulations on the new software release. I wish you great success!
coming from a Blender background where Ngons are seen as evil, it's super refreshing seeing how much it's embraced in hardsurface modeling like this. it truly is the best of both worlds in vertex count and detail
Hello! I feel that this software is great! But if you learn, many shortcuts do not know, so you can organize a table of shortcuts to reference learning well ....🤩
@@nickkallen1 emmm,I mean, instead of meshing an entity, you can take the entity apart into faces, and meshing some faces individually(sorry,I used Google Translate)
@@nickkallen1 For example, a small part of a model is quite detailed and needs to retain many faces to maintain its shape, but the rest of the model is smooth and requires very little mesh. It is easy to control mesh density in polygon modeling, but when plasity is derived from obj, the whole model is derived along with one mesh density, which increases the difficulty of subsequent low-mode processing and uv unwrapping(Thanks for your reply!)
OMG, I spent 10 minutes looking for Discord messages I kept getting notification noises for, to rewind the video and get them again... Most of your videos, Nick, have Discord message pings recorded in the background! ;-)
Polygon modeling is natively in Blender. But what if the nurbs surfaces which exists in Blender could be used to treat step format and export blender files directly from Plasticity instead of polygonising exact meshes which is a lost of information ? Perhaps my question is a bit out of context am I wrong, if so,why ? Because Plasticity seems the right companion to Blender. Good job however .👍
This is the most important feature of the whole project I believe, as when you're targeting 3D artists, a lot of the time these artists are going to want to use the final mesh in another app for rendering, animation and thus texturing. Texturing requires UVs and UVs are HARD when your topology is a mess. Please take real good care of this feature onwards!
Definitely!
👆
finally someone worrying about the game ready capabilities of CADs, thats a big thing man ! may whatever comes your way be great
Wow. Ngons export was the only thing that made me think that MoI will continue to be unbeatable when it comes to utility.
Very happy with this development and excited to see it in the flesh. Bravo!
Nick, the video is not boring at all for people coming from Fusion 360 and trying to understand to Topology behind all this for Rendering e.g. in Blender.
I can only agree to Digital Moon and Studio Petrikas. Wow, Ngons and control are great quality in Plasticity. MoI is doing a pretty good job, but Plasticity is really accurate and has a much better control on the difference in details. Great job. Respect
Thanks for sharing this. I could see the potential of what we can create and save time immensely with Plasticity. Thanks again for sharing to describe them all very well. ❤❤❤👌👌👌
Thank you for explaining this, and I can't tell you how much I love having this level of control with my mesh exports!
Ngons rock. We are BlenderBros trained and do not fear ngons, rather we wield them with a quiver of add-on tools to cleanly morph the mesh and control shading. Quad boys…”don’t fear the reaper.” Keep Hammering Nick!!
@ZEJ don't be so hard on yourself. one day you will see The Way. now run along and chase your quad boys.
I haven't finished watching the video but I know it is glorious! :)
Please incluye an option to importa and convert meses from other programas like 3ds max, etc, Arrimus 3d did a course and teach to use plasticity but he has to use as a bridge moi 3d to bring back and forward meses between plasticity and max
We already have tools for CAD modeling.
What is missing is a tool that helps us with the UVs and the topology of these exports: it is crucial for you to focus on what happens after the actual CAD modeling.
A couple of obvious suggestion would be: Auto UV seams placement, built-in topology algorithm that uses the additional information of the CAD model to create a better retopology.
I also suggest you go further in the pipeline when doing your exercises and take your models to Blender and Substance painter to observe what problems artists face handling this geometry.
I know it will be difficult but you yourself said you wanted to create a tool for artists! you are our only hope!!
Thank you, interesting tool! My only note -I would be happy to have IGES export in indie-version, as IGES is natively recognised by 3dsMax with tesselation on rendering stage.
When quad-mesh export is dialed in, I'll purchase. With messy geometry it's mostly a curiosity right now. Looks promising though. Keep up the good work.
I am lovin' me some Plasticity! New units system is very helpful. Thanks so much.
i SAW a STEP FILE FORMAT, love you :D Cant wait for final release XD
Nice, Density slider makes it more friendly like moi3d! Great video I finally visually understand the settings now!
Ngons = Magic! This is great Nick!
as good or better than MOI? That's fantastic to hear! makes the value proposition that much better knowing we won't also need a MOI license for a reasonable game asset pipeline!
I wouldn’t say better. But it’s close enough that yes I think it will satisfy most people
So excited for you to release. I love your methodical approach to the development of this amazing tool 🙂
One word... Awesome!!! No brainer for hard surface designs. IMHO CIG also should use this workflow for their ships. It really would help to also display some stats like poly count when exporting. ;-)
cant wait for the release this is very cool
Aww found it. Sorry! Appreciate ur work. Incredible and powerful tool, boss!
Thanks for the details. And no, an explanation for solving problems is never boring ;-) An aha for me was to see that the conversion to quads is already possible here, but unfortunately this was not discussed in detail. But probably it is self-explanatory. A good Remesher-Addon in Blender costs also equal times 50 to $ 100.- (or more for several licenses), also good if you can save that.
remeshing will kill beautiful normals from solid-body.
Hi Nik - Plasticity is a great program! But it lacks a few things: 1 - The solid mesh view is toggled on and off with a single keystroke. (Very important!), 2 - Cooperation with 3D SPACE MOUSE, 3 - The view cube should be bigger and not so small (e.g. with 4K Monitors) there may be a choice in the settings (small, medium and large), 4 - if you select any model in the main view (solid, plane or line), it is not selected on the left side of the model list (the opposite can be done, but you have to look for it). These are the 4 most important changes needed in this great program....there are still more things to change but these are the most important. if this is changed it will be the #1 CAD program in the world like Sketchup, Spark Design or Blender. Kind regards from Austria.
This feature will definitely help, especially for exporting assets for 3D printing and game development.
Man it'd be super interesting if you could unwrap before turning models into meshes.
Probably not a final unwrap, but maybe tagging faces that you want to be form an UV island, and determining seams. That'd be pretty killer.
It’s not out of the question but it’s definitely a large project and only justifiable if I have enough paying customers
I would be a paying customer for sure. Tell me when :)
This would be a great feature for sure
@@nickkallen1 oh i shure you will, your soft is great
THIS! if this is even possible, this would be the atomic bomb of a feature.
I tried using this software yesterday and surprisingly easy to understand.
I just wish it has a UV unwrapper.
Very useful. Its got me thinking about organic modeling. Normally that's done with sculpting and then retopology. Its a lot of work. If you could pin a curve onto a mesh adding vertices where it crosses exiting lines, basically a knife tool, but with a parallel line one side you get a sculpt/ retopology emulation. The limits you show could do the rest. Building out from a bone chain is an option most others don't use but it looks like you could do this.
The importing of existing NURBS model formats and these export settings alone are really nice to have. How it handles importing of vertex normals and then export will be interesting to see. Does it import vertex normals?
Love the density slider. Easy peasy.
TY for the video, but how do you export correct size as an STL in plasticity?
What will be the best way to output the geomtry to be able to apply a Subdivision operator in other softwares, without mess the polygons?
Thinking mainly for motiongraphics projects (big close ups, UVwraps, etc)
Thanks! :D
This is the most important feature for 3D artists! I havent considered even trying plasticity until i have seen it is able to export Ngon mesh! Amazing stuff! I spent 1 month on trial and bought indie a week ago. Its truly amazing.
But it would be super helpful to get a deep understanding of its export settings, what exactly each slider does... I would rather watch a technical video for an hour, understanding all the details, than test every aspect by myself for more hours or days... :)
Also what a number at each slider is actually derived from? Would be good to know. I would not feel just a monkey pushing sliders all around. (its still more fun than being a monkey in other programs though :D) But yeah this knowledge would make us more efficient...
Also mentioned below, but tagging same surfaces for UV mapping would be a nice feature on the long run. ;) but i know you have your hands full, and on great things, so just do what you feel is making the best progress...
Thank you so much🥰
Waiting so much for release!)
Thanks a lot for this software!!
As user of Blender,Moi 3d and fusion 360,i like how easy blender control,but i always enjoy moi 3D +fusion 360 non-polygon modeling,Nurbs is crazy about hard-surface modeling
but,too many software is hard to control!
Plasticity perfectly solved my problem!
blender control mode+Nurbs ?!?
such amazing !!
when i used fusion,i think about "can somebody make software i can used like blender,but modeling like 360?"
great,great work!
i will buy it when the beta over!
thanks bro!
Plasticity is not NURBS really
I see many talking about UV's. Perhaps team up with Rizom UV about that? 👏🏻
It's hands down the best UV tool I've ever used. Will take some serious work to beat that imho.
Please do a youtube video on how to update the software to the current version for people who purchased the studio version.
looking forward to see the conversion to quads in action (i suppose thats quads and tris where necessary?).
Quads leaves something to be desired, moi is still better here. But on the other hand, as soon as your model gets somewhat complex, even the best output from moi, the quads aren’t really useful for a catmull Clark conversion, so I kind of wonder what the point is
Hi! to open this export menu i’ve to save object as a file first? I mean if i’m using that blender bridge and it’s unnecessary to save anything at all. So, if i want to adjust parameters i do need to save first, yeah?
Is it possible to export curves as well (as DXF ou SVG)? This is essential to use Plasticity along with a Laser cutter.
Is there anyway to export the NURBS as .obj so I can then convert the NURBS to subdiv in Maya and then convert subdiv to smooth mesh preview? I'm having a hard time figuring out how you would texture anything created in Placisity.
You mess Solid-body paradigm with NURBS and then with Sub-D. It's all different.
@@SuperSuperka I'm not sure what I'm doing, probably used the wrong terminology. I would like to export something to Maya that can be smoothed and UVed.
If you could make the tolerance setting do the opposite I think that'd be more useful, i.e. giving the smaller cylinder less polygons Ryan the larger one.
So I build in Plasticity now using meters but I export it as .stl and it's in inches. If you change this, please offer a way to not lose what I've done already. Loving the program!
Stl does not have units so it’s definitely not in inches. Check your importer
@@nickkallen1 Ah, I’m a total newb so it’s probably something I’m doing. It’s working fine the way it is so it sounds like it’s not going to change so YAY!! Loving this program man! I make wood products on a CNC and with your new program I’m able to exactly replicate the parts I need to. It’s the 3rd CAD program I’ve quick-learned in the last 2 months, ugh. Recommended by someone teaching me Sketchup online (which didn’t work for me). It’s all about the fillets (t-shirt idea? Lol)
Just to explain what happened to me though, I downloaded Plasticity and started making my parts with Plasticity set to inches. My parts we’re exactly 39.375 times smaller than I needed them to be once in the CAM software, lol. It took a bit to figure that out as the software was locking up trying to figure out tool paths for a part .14 inches in size and using a 1/4” router bit, hahaha.
Cheers and thanks for the quick explanation! Congratulations on the new software release. I wish you great success!
when I export in stl the models are at an infinitely small scale. could someone please help me?
coming from a Blender background where Ngons are seen as evil, it's super refreshing seeing how much it's embraced in hardsurface modeling like this. it truly is the best of both worlds in vertex count and detail
I am so ready to buy the program, but I just need the exporting to give cleaner topology than what I saw in my experience, please ;_;
So there would be no need for quadremesh
Somehow, after reducing density and refreshing object in blender bridge addon, the mesh stayed the same
Hello! I feel that this software is great! But if you learn, many shortcuts do not know, so you can organize a table of shortcuts to reference learning well ....🤩
When can I buy the official 1.0 version?
April 5th
would be really great if add import illustrator files in plasticity, must have feature
Fantastic 👌👏
Man,i have a suggestion, can you mesh a single surface? This will be very helpful for the follow-up processing of some special surfaces.
Can you explain what you mean?
@@nickkallen1 emmm,I mean, instead of meshing an entity, you can take the entity apart into faces, and meshing some faces individually(sorry,I used Google Translate)
@@huanghush5249 that is certainly possible but depending on your use case (uv unwrapping?) there are better solutions
@@nickkallen1 For example, a small part of a model is quite detailed and needs to retain many faces to maintain its shape, but the rest of the model is smooth and requires very little mesh. It is easy to control mesh density in polygon modeling, but when plasity is derived from obj, the whole model is derived along with one mesh density, which increases the difficulty of subsequent low-mode processing and uv unwrapping(Thanks for your reply!)
Any plan for releasing Plasticity on Steam?
Steam charges 30% so I Don’t think it makes sense for me
Do you plan to sell Plasticity as a license subscription or a one time purchase?
Purchase
good job
How is it as good as moi when moi exports quad meshes?
Moi3d can't export only quad meshes....It can export, triangles+ quads, which is what Plasticity can do also.
@@MetalGearMk3 I didn't see that in the video. What time does it show quad meshes with ngons?
Man I just purchased moi3d and then I saw this video😇
Are UVs exported too?
Basic per face uvs will come soon.
@@nickkallen1 Excellent - thank you Nick.
OMG, I spent 10 minutes looking for Discord messages I kept getting notification noises for, to rewind the video and get them again... Most of your videos, Nick, have Discord message pings recorded in the background! ;-)
awesome
Polygon modeling is natively in Blender. But what if the nurbs surfaces which exists in Blender could be used to treat step format and export blender files directly from Plasticity instead of polygonising exact meshes which is a lost of information ?
Perhaps my question is a bit out of context am I wrong, if so,why ? Because Plasticity seems the right companion to Blender.
Good job however .👍
👍
High-dense mess
do you have a discord link?