"If you try to do this in any other program, the program will explode and will just give you a message that says you performed an illegal operation.." true that!
This program. Does a great job with its algorithms, you can choose tris, quads and ngons. And fine tune them really decently. But it's not perfect, but it's really good
@@iiandreio4228 And to be fair even in say blender you have to spend a long time manually tweaking your hard surface topology except that actually making your hard surface model takes longer in blender even with plugins ! I would rather spend less time making my hard surface models in Plasticity and then spending a bit more time fixing the topology in blender than spend twice as long making my hard surf model in blender and spending time fixing topology. There is actually a blender add on in development that interfaces directly with Plasticity to import your models and go a long way to making the topology good.
@@paulatreides1354 it's better if he don't shift focus, or it will be like another frankenstein software like 3ds max with tons of unnecessary features that nobody uses
plasticity is hands down my fav program right now, after months learning blender, i can bearly make complex stuff, but i just watched and introductory video for plasticity and i cant even beleive what i created yesterday just by testing how much i can do with it
Takes MUCH less time to make the same thing in Plasticity Quad Remesher can do most of the retopo heavy lifting for you not to mention the upcoming plugin for blender that interfaces directly with plasticity to import models. It takes me half the time to make a hard surface model in Plasticity than it does in Blender even with plugins.
I love plasticity. But I am struggling to understand how to get assets from plasticity ready for renders and games in terms of topology and UV mapping.
means this for animation organic shaped model s & parts is there a retopo the better way and for hardsurfsce is there procedural remesh most time okay ?...
@@SkeleTonHammer Quad Remesher is great but there is a blender plugin in development that interfaces directly with Plasticity to allow you to import and sort the topology of your models easily to make your life easier. Also I would rather spend less time modelling and a bit more time with retopo than spending a longer time modelling hard surface in blender and add the time spent with retopo in blender. Hard surface has always been the thing that blender does not do the best out of the box and Plasticity is basically CAD disguised as direct modelling without the hassle of having to measure everything before making anything.
I love Plasticity so far... and fully intend to buy it after the 30-day trial is over. It's SUPER easy to use! My only concern is exporting to Blender, for UV unwrapping, and then into Substance (or whatever it's called since Adobe grabbed it). I've tried a few things but as far as I can tell, most complex meshes are going to need some extensive clean-up?
I like that program, but there is no official manual, for every question I need to look if I find someone who knows... The only good thing is developer earn nothing with the indie version and others who make courses they earn the money.
Yes Fusion would not like that workflow, but to be fair - you have to learn to do anything in Fusion the way Fusion wants it done. There are certainly other (more simple) ways to accomplish that radial pattern feature and have it not explode, without duplicating the entire body x times and combining them. On balance, it would be interesting to see a case study of a workflow in which Plasticity fails and other software has no issue - and the alternate scenario, wherein if you did it the way Plasticity wants it done, there are no problems.
Good program alright and amazing for booleans and fillets on solids but still incompetent in ergonomic surface modeling . Hopefully referencing and tangency will be fully implemented in sketching in the next update. Thank you.
What's your take on SDF modelling (signed distance field modelling), there is supposed to be an update coming for Blender this summer, no idea in what form but from what I can tell watching some videos of geometry node SDF set ups it is even easier to use and completely non destructive but also more taxing on the hardware?
It would be nice to see comparsion of how long you gonna make the same detail in defferent softwares. It took him several minutes to doo stuff that i would do hours in blender or any poligon modeling software
@@SkeleTonHammer ist's like zbrush, you make hipoly in plasticity and retopologize it in blender. Maybe it will take less time to finish a model with good quality, than struggling figuring out how to deal with the same model in blender. I wounder would it be better solution in terms of speed and quality?
Yes really quite impressive. I'm a fan of Moi3D for its simplicity. Programs like Fusion360 are NOT artist friendly and cluttered with way to many features I'll never need and way to many steps and strange hotkeys to perform simple operations because the other features or suits in those programs preoccupy hotkeys I would prefer for more model based stuff.
Plasticity is hands down my favorite modelling application outside of Blender and Zbrush. I literally have fun while making things and I'm pretty much a robot at this point. Feels good to feel something again.
This program is amazing. I’ve always wanted to make gun models but I always struggle with topology and how to achieve the effects in blender but this makes it so much easier and can just focus on the forms and shapes over the topology
Honestly, this would never replace Blender as my modeling software of choice for large-scale or very complex models, but this would be a game changer for modeling hard surface greeble, machinery, and other mechanical bits to bolt on to larger projects over in Blender when I reach that point of boolean hell I always seem to arrive at with certain projects.
Other than 80$ licence (that is perpetual) the only downsides are that most of operations are destructive and exporting to other programs might produce some wonky topology at times since it converts NURBS surfaces to quads or triangles. Author is working on plugin that streams data directly from plasticity to blender but you still need to convert to mesh yourself.
@@borisvdb I find in 90% of cases it's very easy to fix issues. But when you can't, it's best to at least have the curves so it's very easy to remodel things if you don't have a backup.
Thank goodness I saw this (Thanks Josh Gambrell) I was going to buy Moi 3D just to be able to export STEP files to FBX (NGONS). Now this looks like a way better software to spend my money on, I'll get the Studio version
"If you try to do this in any other program, the program will explode and will just give you a message that says you performed an illegal operation.." true that!
i want to see what the polygon export looks like..
This program. Does a great job with its algorithms, you can choose tris, quads and ngons. And fine tune them really decently. But it's not perfect, but it's really good
@@iiandreio4228 And to be fair even in say blender you have to spend a long time manually tweaking your hard surface topology except that actually making your hard surface model takes longer in blender even with plugins ! I would rather spend less time making my hard surface models in Plasticity and then spending a bit more time fixing the topology in blender than spend twice as long making my hard surf model in blender and spending time fixing topology. There is actually a blender add on in development that interfaces directly with Plasticity to import your models and go a long way to making the topology good.
Would like to see pie menus in plasticity, those were a game changer for me in blender.
Nick the creator focus first on the core modeling features ..then he will have time for the rest
@@paulatreides1354 it's better if he don't shift focus, or it will be like another frankenstein software like 3ds max with tons of unnecessary features that nobody uses
plasticity is hands down my fav program right now, after months learning blender, i can bearly make complex stuff, but i just watched and introductory video for plasticity and i cant even beleive what i created yesterday just by testing how much i can do with it
this seems cool but what about game ready topology? am i just going to have to clean this up in 3dsmax? if so why wouldnt i just model it in 3dsmax?
Takes MUCH less time to make the same thing in Plasticity Quad Remesher can do most of the retopo heavy lifting for you not to mention the upcoming plugin for blender that interfaces directly with plasticity to import models. It takes me half the time to make a hard surface model in Plasticity than it does in Blender even with plugins.
Nick Allen is an absolute unit. I first heard about plasticity from you over a year ago.
Plasticity do count as CAD software or not?
I love plasticity. But I am struggling to understand how to get assets from plasticity ready for renders and games in terms of topology and UV mapping.
you don't
you retopologize them
either manually, or by plugins in your prefered 3d modeling tool
means this for animation organic shaped model s & parts is there a retopo the better way and for hardsurfsce is there procedural remesh most time okay ?...
This is important. A modeling program is only as useful as its ability to export clean meshes.
@@SkeleTonHammer Quad Remesher is great but there is a blender plugin in development that interfaces directly with Plasticity to allow you to import and sort the topology of your models easily to make your life easier. Also I would rather spend less time modelling and a bit more time with retopo than spending a longer time modelling hard surface in blender and add the time spent with retopo in blender. Hard surface has always been the thing that blender does not do the best out of the box and Plasticity is basically CAD disguised as direct modelling without the hassle of having to measure everything before making anything.
Looks like Shapr3D which is my favourite cad right now.
I love Plasticity so far... and fully intend to buy it after the 30-day trial is over. It's SUPER easy to use! My only concern is exporting to Blender, for UV unwrapping, and then into Substance (or whatever it's called since Adobe grabbed it). I've tried a few things but as far as I can tell, most complex meshes are going to need some extensive clean-up?
I like that program, but there is no official manual, for every question I need to look if I find someone who knows...
The only good thing is developer earn nothing with the indie version and others who make courses they earn the money.
wiki: nullpointerecho.notion.site/nullpointerecho/Plasticity-Wiki-364945653983489ba3e4ad2fc9d0527e
plasticity is absolutely amazing. it really is the dream 3d program.
Let me guess, you've never used CAD software before this.
@@edenassos I think the last time I messed with a cad software was Rhino 3d 3.0 about 20 years ago lol
Just in 5 years it will be sold to a big company and made subscriptions only!
Remember Modo? SketchUP? Zbrush? Substance? Softimage? ...
Yes Fusion would not like that workflow, but to be fair - you have to learn to do anything in Fusion the way Fusion wants it done. There are certainly other (more simple) ways to accomplish that radial pattern feature and have it not explode, without duplicating the entire body x times and combining them.
On balance, it would be interesting to see a case study of a workflow in which Plasticity fails and other software has no issue - and the alternate scenario, wherein if you did it the way Plasticity wants it done, there are no problems.
There is a great comparison between Moi3D and Plasticity here. ruclips.net/video/xGYb6zqmVI8/видео.html
BUT can it ruin booleans like 3ds max?
i really like plasticity , its a really good program, thank you Arrimus
Good program alright and amazing for booleans and fillets on solids but still incompetent in ergonomic surface modeling . Hopefully referencing and tangency will be fully implemented in sketching in the next update. Thank you.
u mean like a gun grip?
@@Benjamin-vx2ot indeed !! and please tell me if I am missing something. Thank you.
Yeah I saw a tutorial on car modeling that didn't look too intuitive, but I'm sure it'll improve
this programm allows us to import models and create some sort of normal information into a existing model?
Is there a select conversion between them? For example face to edges?
What is the backbone of plasticity? Parasolid?
how is exporting from plasticity to max or blender?
Currently not supported verywell, you can only export to obj and then import. It's still 1.0.
@@The9PointStar ok, thanks! curious about the quality of topology when exporting to quads
...and does it end up finishing the topology for something like gaming? Because then it's the holy grail...
I knew you were gonna love this the moment it came out 🤣🤣
What's your take on SDF modelling (signed distance field modelling), there is supposed to be an update coming for Blender this summer, no idea in what form but from what I can tell watching some videos of geometry node SDF set ups it is even easier to use and completely non destructive but also more taxing on the hardware?
It would be nice to see comparsion of how long you gonna make the same detail in defferent softwares. It took him several minutes to doo stuff that i would do hours in blender or any poligon modeling software
@@SkeleTonHammer ist's like zbrush, you make hipoly in plasticity and retopologize it in blender. Maybe it will take less time to finish a model with good quality, than struggling figuring out how to deal with the same model in blender. I wounder would it be better solution in terms of speed and quality?
Can we have a Zbrush Plasticity comparison.
I'm sure MOI v5 would come out with superb features too, and new filleting options!
in 10 years
This but also Shapr3d are currently killing it.
is Plasticity more like a construction program comperable to Moi3D oder Fusion360? Or is it a full package with modeling and rendering?
Basically just construction. It’s a cad program
Yes really quite impressive. I'm a fan of Moi3D for its simplicity. Programs like Fusion360 are NOT artist friendly and cluttered with way to many features I'll never need and way to many steps and strange hotkeys to perform simple operations because the other features or suits in those programs preoccupy hotkeys I would prefer for more model based stuff.
Plasticity is hands down my favorite modelling application outside of Blender and Zbrush. I literally have fun while making things and I'm pretty much a robot at this point. Feels good to feel something again.
This program is amazing. I’ve always wanted to make gun models but I always struggle with topology and how to achieve the effects in blender but this makes it so much easier and can just focus on the forms and shapes over the topology
Not if it doesn't properly clean up and finish topology. Nurbs is NOT the end product.
@@SVisionary that’s a future me problem lol
how would u compare if to fusion ?
“How do polygons work in Plasticity? How do I control their amount and type? I need there to be no ngons in my game, for example.
Plasticity is a cad program worck with nurbs but you can export your model
Honestly, this would never replace Blender as my modeling software of choice for large-scale or very complex models, but this would be a game changer for modeling hard surface greeble, machinery, and other mechanical bits to bolt on to larger projects over in Blender when I reach that point of boolean hell I always seem to arrive at with certain projects.
Thanks!
In short can someone explain me what's better in this program than Fusion ?
As an answer : What's Moi3D different and better than Rhino 3D?
Can I use it for CNC?
Yes it is a CAD program at its core , I use it for 3D printing and it works great.
Love this! Please dont let autodesk buy this and ruin it!
Can u import / export 3d DWG files ?
No, not at this point...
Damn everybody is talking about Plasticity now, showing how awesome it is. There must be some downside in this (except price) ...
It's, one time purchase, forever, unlike adobe.
Other than 80$ licence (that is perpetual) the only downsides are that most of operations are destructive and exporting to other programs might produce some wonky topology at times since it converts NURBS surfaces to quads or triangles. Author is working on plugin that streams data directly from plasticity to blender but you still need to convert to mesh yourself.
In my experience it can be more difficult to fix mistakes made in Plasticity if you approached it from the wrong workflow.
@@borisvdb I find in 90% of cases it's very easy to fix issues. But when you can't, it's best to at least have the curves so it's very easy to remodel things if you don't have a backup.
Thank goodness I saw this (Thanks Josh Gambrell) I was going to buy Moi 3D just to be able to export STEP files to FBX (NGONS). Now this looks like a way better software to spend my money on, I'll get the Studio version
I agree. this tools is game changer like zbrush and substance.
WTF did my bloody eyes just wittness
Cool!
Has ariums got shares in this app 😂
It's like fusion but with better form tool.
Mirror/sym auto union..