Transform your Workflow - CAD to SUB D QUADS with Plasticity and Blender!

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  • Опубликовано: 3 фев 2025
  • КиноКино

Комментарии • 27

  • @yakusa_3dart
    @yakusa_3dart 15 дней назад +1

    thanks

  • @stephenmurphy8349
    @stephenmurphy8349 2 месяца назад +1

    Great help, thanks!

  • @SunSin91
    @SunSin91 2 месяца назад +1

    This is a goldmine of information right there !

  • @todretex
    @todretex 2 месяца назад +2

    Nice work. Awesome tool.

  • @leekolb2027
    @leekolb2027 2 месяца назад +1

    Great info, thank you!!!

  • @Kuechmeister
    @Kuechmeister 2 месяца назад +1

    Interesting, thanks for this experiment.

    • @takerefuge3d
      @takerefuge3d  2 месяца назад +1

      And thank you for your service!

  • @backyy07
    @backyy07 2 месяца назад +1

    I never got quad remesher to make anything pretty but I have gotten my detail before by importing my blender models into plasticity.
    Nice model anyway

    • @takerefuge3d
      @takerefuge3d  2 месяца назад

      Yeah it can take some tangling with to get things going, your way. It works alot better for organic meshes but a little bit of tinkering it can deal quite well with hart surface objects as well, so though I notice it has trouble with 45° gradients that have boolean holes for some reason.

  • @3Dto2D
    @3Dto2D 2 месяца назад +1

    I like this! So basically no (micro)filleting in Plasticity if you want to retopology in Blender :)

    • @takerefuge3d
      @takerefuge3d  2 месяца назад

      In short yes, for this workflow!

  • @thehangardesigns
    @thehangardesigns 2 месяца назад +1

    Great video! I always forget to incorporate nomad into my workflow!

    • @takerefuge3d
      @takerefuge3d  2 месяца назад +2

      One of the best bang for buck 3d packages out there!

  • @CharlesLijt
    @CharlesLijt 2 месяца назад +1

    Just use MOI to transform Nurbs based model to NGON OBJ, then re import back to blender then you good to go. MOI has way better quad or Ngon export algorithm, I normal just use Ngon. The exported model can do deformer like twist shown in the video easily without clear artifacting

    • @takerefuge3d
      @takerefuge3d  2 месяца назад +2

      How does it handle micro fillets and the like, does it create an even topology around the fillets?

    • @bjornstrandberg8146
      @bjornstrandberg8146 2 месяца назад +2

      It is not correct that MOI has better export, there is a big difference between Quad-CAD surfaces that does not connect in edges and Quad-remeshed surfaces where the loops follow the form.
      Try putting a Subdivision Surface modifier on the Quad exported mesh from MOI and se how bad it works.

    • @takerefuge3d
      @takerefuge3d  2 месяца назад +1

      Thanks for the clarification, I was a bit suprised this didn't crop up in all my google searches and that appears to be the reason why

  • @Vospi
    @Vospi 2 месяца назад +1

    Sorry, your thumbnail has a typo.

  • @calilifestyle
    @calilifestyle 2 месяца назад

    Been struggling so much to use Plasticity

    • @takerefuge3d
      @takerefuge3d  2 месяца назад

      What aspects are you struggling with, the workflow or more 3d modeling in general?
      Keep at it, knowledge comes with time, start with simple projects, modeling smaller items etc and work your way to more complex objects

  • @sho3d
    @sho3d 2 месяца назад +1

    I am sorry but here the quad topology sucks, and that is way too dense for a lowpoly.

    • @takerefuge3d
      @takerefuge3d  2 месяца назад +7

      You can refine it further, the purpose was to get a cad mesh to be all quads. Without losing form,, depending on use case. This was an example.
      Hand retopology is going to be the better option in alot of cases.
      Quad remesher and ngone pro both have operators for controlling density in different parts of your mesh