Plasticity- Create Pipe out of Solids
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- Опубликовано: 20 авг 2024
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Really useful, thanks.
Sometimes plasticity makes you think more logically than you typically would in 3d software so I find myself overcomplicating things
Totally agree. I'm finding more and more simple solutions and can't believe it works
I learned a lot thanks to you.
My issue with Plasticity is the lack of view ports that you have in other modeling programs and the ability to lock your view so that it doesn't change the scene should you click outside the model. Working planes are fine but not a substitute for view ports when you're surface modeling complex objects.
Arrimus 3D. Great and thank you for your time
Fabulous
Maybe a stupid question...Is the topology just magically okay for use in blender / a game engine or does there have to be a re-mesh workflow?
For hard surface non deforming meshes/- the blender bridge exports polys comparable to Moi3d with custom normals that render well in Blender. Google the blender bridge to plasticity
While the Blender bridge is good, I prefer the OBJ export functionality, there's a lot of control there! You can do a lot of tweaking, to get the kind of meshing that suits , things like how many rows will your fillet be. Very generally, you'll get better topologies more easily with N gons, generally fine for rendering, but not so great for game assets. There is a lot of tuning you can do in the export function, none of it is too complex, but if you're dead set on quads only, that'll be more work to get the best result
@@AlexPolskythe refacet functionality within the bridge exposes the same mesher functionalities as the OBJ mesher from Plasticity. The cool thing is that the websocket functionality is software agnostic - so any 3DCC software should be able to access the same functionality. One of the discord users has already ported it over to Houdini.