Psh, obviously I know just to look up your tutorials first, but here I was google searching organic masks, then "Boom!" You showed up anyway, halfway through it and I was like "Man, this looks like a Nikita process". Silly me! Ah well, dude your stuff is just SO BRILLIANT! I love supporting you and your passion! Thank you for supporting my passions with your tutorials!
@@CarlosPrGr Thanks one thing nice with poly modeling. You can snap geometry onto imported objects. Not sure if NURBS can do this. At least be able to projects splines onto imported objects, this would be useful.
Why you needed those two extra guides to acheve a G2 continuity? Can you explain it in a very basic video? I know g1 g2 etc. I know all the basics. But I'm still confused when Plasticity refuse to use G2. I don't understand what is the logic behind that. Loft and Patch are different about G2? Than you for these videos! This one in particular it's very interesting. I liked when you extruded the curves to have three planes on which draw the three curved section. Awesome.
There's probably a better answer, but I THINK the long of the short is that it won't do a G2 when there's not enough space to extend out the subdivision to the second degree. Could also do with if your lines are tangent or not.
Psh, obviously I know just to look up your tutorials first, but here I was google searching organic masks, then "Boom!" You showed up anyway, halfway through it and I was like "Man, this looks like a Nikita process". Silly me! Ah well, dude your stuff is just SO BRILLIANT! I love supporting you and your passion! Thank you for supporting my passions with your tutorials!
🤝
Very useful tutorial Nikita! This also shows that Plasticity needs to have a snap to surface feature.
They plan to release it. The truth is that it would be awesome to make quick sketches in ZBrush and take them to Plasticity to model on them
@@CarlosPrGr Thanks one thing nice with poly modeling. You can snap geometry onto imported objects. Not sure if NURBS can do this. At least be able to projects splines onto imported objects, this would be useful.
You have to convert your obj files to NURBS with MoI3D for example. Or, there are also poly->nurbs converter plugins in Blender
this is a good case for having a parametric construction history - your cross sections needed to be way more detailed to follow more the head.
really hope plasticity get update for snapping vertices on reference shapes
Hi Nikita, I would love to see you model a human face next time !
Why you needed those two extra guides to acheve a G2 continuity? Can you explain it in a very basic video? I know g1 g2 etc. I know all the basics. But I'm still confused when Plasticity refuse to use G2. I don't understand what is the logic behind that. Loft and Patch are different about G2?
Than you for these videos! This one in particular it's very interesting. I liked when you extruded the curves to have three planes on which draw the three curved section. Awesome.
There's probably a better answer, but I THINK the long of the short is that it won't do a G2 when there's not enough space to extend out the subdivision to the second degree. Could also do with if your lines are tangent or not.