I find this fascinating. But I'm a bit old school, and personally, I get more out of a modeling video if the modeler talks about their train of thought during or post recording. But I guess that would be time-consuming, and I might be in the minority of enjoying that. Great video!
Thank you! I'm glad this helps Answer: Simple, just point to a face and press CTRL+R and hold SHIFT+Scroll to adjust the line amount, optionally you can also press TAB to change the direction/axis of the line. This one is similar to "loop cut" feature in Blender or any poly modeling software.
Looks amazing, I have a question, there is no problem having tris or n-gons on the mesh?, I use maya and I always fighting to have good topology when I do cuts with booleans,etc but this method looks very light and for that, I think i can't lose my mental health on the process like on maya
Hey thanks for the comment! I think it is all depend on your goal, different workflow for different goal. My goal for this was just for learning stuff and creating a cool looking render, I wont use it as a game asset or in a vfx. So to me there is no problem by going with ngons. But if I aim to build a portfolio to work in 3D industry later (movie/game/anything), having that skills to have a clean mesh is a must. I recommend you to watch this video ruclips.net/video/6SKDFLo7mtM/видео.html
@@sendokkz Hey thank you for answer my question, Now I get it, so If I wanted it for render, Ngons and tris wouldnt be a problem, for games, animation ,etc that wouldnt be the case I guess, but.. what about for 3D printing?, Im doing a model for 3D printing, for a client, I spent lot of time doing the retopo and solving mesh issues thanks to booleans, May be using this process, with nurbs? Would be better?, the printter can read nurbs or should I keep focus and keep working on the retopology?, sorry for to much questions and ty for your time and the video😄🥃
although I never modeling things for 3d print, but by just exporting from plasticity to obj whether it's tris/ngons/quads you will not have any issues with the shading (which is the main reason for having a good topology is good shading) which is good and you can convert that into supported format for 3d print. Hope that helps, just do a quick search on how to export things in plasticity.
Hell yeah
I find this fascinating. But I'm a bit old school, and personally, I get more out of a modeling video if the modeler talks about their train of thought during or post recording. But I guess that would be time-consuming, and I might be in the minority of enjoying that. Great video!
I agree. This is a nice sales pitch and feature demonstration, not primarily educational. But it did the job, now I am interested. ^^
Looks like a fancy vape
Awesome tutorial! It helps me a lot. I'm so wondering how to implement Add / Subtract cut 6:27.
Thank you! I'm glad this helps
Answer: Simple, just point to a face and press CTRL+R and hold SHIFT+Scroll to adjust the line amount, optionally you can also press TAB to change the direction/axis of the line. This one is similar to "loop cut" feature in Blender or any poly modeling software.
@@sendokkz Wow thank you. And I hope to see your great work soon !!
Ok so IDK how do peopel cut faces like the knife tool in blender but in plasticity pleasee let me kn
ow
Looks amazing, I have a question, there is no problem having tris or n-gons on the mesh?, I use maya and I always fighting to have good topology when I do cuts with booleans,etc but this method looks very light and for that, I think i can't lose my mental health on the process like on maya
Hey thanks for the comment!
I think it is all depend on your goal, different workflow for different goal. My goal for this was just for learning stuff and creating a cool looking render, I wont use it as a game asset or in a vfx. So to me there is no problem by going with ngons. But if I aim to build a portfolio to work in 3D industry later (movie/game/anything), having that skills to have a clean mesh is a must. I recommend you to watch this video ruclips.net/video/6SKDFLo7mtM/видео.html
@@sendokkz Hey thank you for answer my question, Now I get it, so If I wanted it for render, Ngons and tris wouldnt be a problem, for games, animation ,etc that wouldnt be the case I guess, but.. what about for 3D printing?, Im doing a model for 3D printing, for a client, I spent lot of time doing the retopo and solving mesh issues thanks to booleans, May be using this process, with nurbs? Would be better?, the printter can read nurbs or should I keep focus and keep working on the retopology?, sorry for to much questions and ty for your time and the video😄🥃
although I never modeling things for 3d print, but by just exporting from plasticity to obj whether it's tris/ngons/quads you will not have any issues with the shading (which is the main reason for having a good topology is good shading) which is good and you can convert that into supported format for 3d print. Hope that helps, just do a quick search on how to export things in plasticity.
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Is it possible control numbers of polygones?
That's a great tutorial! hope you will upload more like this
Thank you!
Yap I'm in the process of editing the next modeling video. Stay tune!
I was hoping for a tutorial