PLASTICITY is JUST for CAD! NOT GAMES. - How to optimize your CAD mesh for game engines

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  • Опубликовано: 21 июн 2023
  • Get 10% of Plasticity at Checkout with code REFUGE10
    www.plasticity.xyz/?ref=REFUGE
    Edit: feel free to watch this video to understand the process, I have made an add on for blender that automates this whole process, it's available here with a video tutorial on how to use it.
    www.blendermarket.com/product...
    In this Tutorial I show my workflow for exporting and optimizing plasticity Objects for game engines!
    Follow Me on Twitter: / rattuspuer_84
    Follow me on Instagram: / theconquestforjam
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Комментарии • 38

  • @TheGuardianofAzarath
    @TheGuardianofAzarath 11 месяцев назад +1

    Nice tutorial, I’m rather impressed at what plasticity can do, and as a cad modelling software it’s certainly the most affordable option I’ve found so far.

  • @PayxiGandia
    @PayxiGandia Год назад +11

    Conclusion: if you want a good lowpoly gameready asset get ready to suffer.

  • @AustinOConnellVideos
    @AustinOConnellVideos 7 месяцев назад +1

    Awesome tutorial, thank you!

  • @tuck23423
    @tuck23423 Год назад +2

    This is really great! I have been trying to unwrap ngon meshes set to 1 in blender and pulling my hair out! Thanks.

  • @babyitsnatural
    @babyitsnatural 3 месяца назад +2

    My dude that's one hell of a good tutorial!

  • @littlehectorthebeagle
    @littlehectorthebeagle 6 месяцев назад +1

    I could be wrong, but I think it’s UV errors not baking errors.
    Also, as a little tip, because you’re making a cylinder, you could add more edges to your low poly, do the bake, and then reduce afterwards using the same normal map and you’ll get a better result. Hope that’s makes sense :)

    • @takerefuge3d
      @takerefuge3d  6 месяцев назад

      This technique does have a chance to create some surface imperfections most of which are pretty easy to trouble shoot. I have found that the rule of keeping seperate objects seperate really helps with this technique.

  • @odiagam5755
    @odiagam5755 Год назад +9

    With AI nowadays it could be great if CAD type software do the retopology for us and make the mesh auto quads and clean lol i know thats not how the nature of polygon work but someday it could be handy ...

    • @takerefuge3d
      @takerefuge3d  Год назад +1

      Haha yeah it would be nice but, there are some pretty quick workflows for remeshing this example takes 5 minutes but requires forward planning, something like zremesher in zbrush isn't perfect either but you don't need to plan ahead as much.

    • @TheKevphil
      @TheKevphil Год назад +6

      I think AutoRetopology is a prime candidate for an AI solution. And the process now is so mind-numbingly boring that even the most diehard Luddites should not complain.

    • @takerefuge3d
      @takerefuge3d  Год назад

      Luddite is one of my favourite words. Sometimes I feel like righteously smashing my pc to pieces with a clog.

    • @AdobadoFantastico
      @AdobadoFantastico 11 месяцев назад +2

      I'd be very interested in giving it a shot if I had the time. I'm sure someone will do it soon enough, but it'll be a while before anyone integrates it into a DCC application.

    • @takerefuge3d
      @takerefuge3d  11 месяцев назад +1

      @@AdobadoFantastico In the mean time Check out my other video, I coded a plug in to do this semi automatically

  • @user-kw3rl8ic7d
    @user-kw3rl8ic7d 8 месяцев назад +1

    Hello! Thank you very much for the lesson!
    There are a couple of questions:
    1. Can we do a uv in Rizom of the model after all this?
    2. Correctly paint the model in Substance Painter
    3. Use the model in Unity/UnrealEngine without artifacts?

    • @takerefuge3d
      @takerefuge3d  8 месяцев назад

      No reason you can't uv in Rizom, but you may wish to apply the low poly before uving else where, you can get artifact free bake in substance, I've used this technique many times and some times it needs a bit of tweaking, also check out some of my more recent videos where I've created a plug in (with a free version) that does this for you. And a lot more in the pro version.

  • @DarkerCry
    @DarkerCry Год назад +2

    I also find, if you bring ngons into a texturing program that they can also be removed/deleted. At least this occurs in Marmoset.
    Good video, audio might be a little quiet, I had to really bump up my volume to hear the video.

    • @takerefuge3d
      @takerefuge3d  Год назад +1

      Yep I've had the behaviour before aswell

  • @RunTheTape
    @RunTheTape Год назад +2

    sound normalization?

    • @takerefuge3d
      @takerefuge3d  Год назад

      Is there a problem with the audio?

    • @RunTheTape
      @RunTheTape Год назад +1

      @@takerefuge3d volume is too low. You should at least normalize it before exporting.

    • @takerefuge3d
      @takerefuge3d  Год назад +1

      @@RunTheTape noted, I think I forgot to raise the levels in editing software before I exported.

  • @postmodernerkindergartner960
    @postmodernerkindergartner960 11 месяцев назад +2

    I just can't hear you

  • @cekuhnen
    @cekuhnen 11 месяцев назад +1

    Kinda misleading titles buddy

    • @takerefuge3d
      @takerefuge3d  11 месяцев назад

      Thanks for the feed back did I thought the main title clarifies the topic of the video.. Or are you just referring to the thumbnail...I Don't want to mislead people. I do however want to generate conversation and this video was made in response to alot of comments online stating this software is no good for making game assets

    • @cekuhnen
      @cekuhnen 11 месяцев назад +1

      @@takerefuge3d ah in that context your title makes sense. For me not know the comments you referred to.
      But as a plain headline it read like P is for cad.
      Maybe “use p for game asset design” would be more direct.
      In the end it is made for that ;)

    • @takerefuge3d
      @takerefuge3d  11 месяцев назад

      Thanks for the feed back, makes sense, I'll bear it in mind for torture videos I'm still untangling what works and what doesn't with yt.

  • @kevinm3751
    @kevinm3751 Год назад +5

    Anyone that thinks this software is for CAD knows nothing about CAD! It is lacking every possible functionality to scale and properly measure anything which is at the core of CAD software!

    • @takerefuge3d
      @takerefuge3d  Год назад +12

      Your right it doesn't have all the same functionality of other Cad software but it also doesn't have the same goals, it's trying to be an artist friendly NURBS software which I think it's succeeding at. CAD for artists

    • @redherring5532
      @redherring5532 9 месяцев назад

      The software is literally computer aided design.

    • @ProHolmes
      @ProHolmes 9 месяцев назад

      @@takerefuge3d According to my reaction when I try Plasticity it seems that I'm more an engineer that an artist, lol. As for me parametric workflow like it Solidworks is much more convenient. Even though I send my models to blender and substance painter afterwards.

    • @Daniel_WR_Hart
      @Daniel_WR_Hart 6 месяцев назад

      @@redherring5532 The name shouldn't be taken too literally, otherwise 3DS Max, Cinema 4D, Blender, and even Photoshop and Illustrator become CAD programs