William, you're out here SAVING LIVES with all the knowledge, and training that you share - I appreciate you to NO END, for everything you've done over the years - PROPS! In the back of my mind, I was going to use MoI as my polygon converter since from my experience, it has the BEST polygon exporter out of ALL the NURBS apps I've used - however, I have yet to try getting a Plasticity model into MoI, so I'm not sure about that plan, AND from the little I've tested, Plasticity looks like its polygon exporter is decent as well - time will tell which way I go... Thanks again for your sharing!
The workflow that I've discovered that works best for subdivsion models is to: - Avoid doing the final edge polish bevel in Plasticity - Export as ngons - Import into Blender at the correct scale and orientation. Apply scale and rotation. Duplicate for later shrinkwrapping. - Remove custom normals then shade flat - Mesh cleanup, convert ngons into quads in Blender(work in symmetry) - Shade autosmooth - Add bevel modifier at level 2 - Add subdivision modifier at level 2. - (Optional) Apply shrinkwrap with the duplicate mesh to remove shading issues. Add this before the bevel modifier - Add weight normals modifier Tip: Mesh machine addon really speeds up the mesh cleanup process. 3D Print toolbox addon helps with detecting topology issues
The OBJ opened in Modo with a Surface Normal Vertex Map. I still need to explore the other attrubutes but so far my favorite option is the Ngon option for these kinds of meshes.... and they look great ...especially compared to the CAD files I get from Rhino at work.
Hi, I wanna ask something.. I want to export my model but i can't, it says "Export obj unknown error". Do you know how to fix that? or maybe is there any limitations like the size of the model to export?
@@Pixelfondue It can export a test cube. Tris also not working. I am a complete newbie about making 3D stuff, And the thing I want to export is a full map of my university with all the buildings as 3D object. I made all of the buildings in a different file, and import all of the buildings to the file where the map is, after I place all of the buildings I just need to export it into one file but it can't. Maybe there's to many things imported so it can't be exported? or is it because im still using the trial version so it can't be done? I don't know
I fixed it, it was my bad putting .obj 3D format instead of .plasticity format😅, now I just need to know why there's no color after exporting the 3D object..
Great clips. Is there a way to save as a plasticity object that can be dropped into another plasticity file and still be manipulated? I have a thing I built but it has a phantom curve that can't be selected and won't delete. I thought I might be able to copy the object paste it into a new dox and maybe without the unwanted curve.
I'm having some issues when applying a normal map to the exported geometry... like a brushed metal normal map or a rough plastic surface... I'm using triplanar mapping, but the shading doesn't look good.. is that to be expected with CAD geometry ? i.imgur.com/NHQSHqH.png (C4D + Redshift) Edit: FIXED !! before: i.imgur.com/DfqIgvF.png after: i.imgur.com/ERnRKyV.png the problem was how Redshift was importing the texture... I got confused because I don't remember ever setting up this option and never having this problem, lol
After working with different CAD files, and moving to DCC (with terribly dense triangulated topology), the Ngon OBJ export feels like a life saver!
William, you're out here SAVING LIVES with all the knowledge, and training that you share - I appreciate you to NO END, for everything you've done over the years - PROPS!
In the back of my mind, I was going to use MoI as my polygon converter since from my experience, it has the BEST polygon exporter out of ALL the NURBS apps I've used - however, I have yet to try getting a Plasticity model into MoI, so I'm not sure about that plan, AND from the little I've tested, Plasticity looks like its polygon exporter is decent as well - time will tell which way I go...
Thanks again for your sharing!
Welcome. Glad you are enjoying the videos!
The workflow that I've discovered that works best for subdivsion models is to:
- Avoid doing the final edge polish bevel in Plasticity
- Export as ngons
- Import into Blender at the correct scale and orientation. Apply scale and rotation. Duplicate for later shrinkwrapping.
- Remove custom normals then shade flat
- Mesh cleanup, convert ngons into quads in Blender(work in symmetry)
- Shade autosmooth
- Add bevel modifier at level 2
- Add subdivision modifier at level 2.
- (Optional) Apply shrinkwrap with the duplicate mesh to remove shading issues. Add this before the bevel modifier
- Add weight normals modifier
Tip: Mesh machine addon really speeds up the mesh cleanup process. 3D Print toolbox addon helps with detecting topology issues
Good tip
Thank you 👍👍👍 Please don’t stop 😉. Oh, look at the time…
It was really nice to knowing you moi3d. I need to go to somewhere plastic now. Thank you for the video!
Enjoy!
Just switched. Massive UI/UX improvement
Thanks William
Welcome!
This is important. Thanks!
Welcome!
How to export separate objects in a single obj file?
Is there a way to export the individual objects like layers in the obj file? So you can render it out in another program
Yes... thanks William. Does it use/export vertex normals? I did download the trial, but haven't dug into it yet. Looks to do a good job though.
The OBJ opened in Modo with a Surface Normal Vertex Map. I still need to explore the other attrubutes but so far my favorite option is the Ngon option for these kinds of meshes.... and they look great ...especially compared to the CAD files I get from Rhino at work.
Yes it does export vertex normals.
Hi, I wanna ask something.. I want to export my model but i can't, it says "Export obj unknown error". Do you know how to fix that? or maybe is there any limitations like the size of the model to export?
Haven't seen that before, have you exported a test cube? Also, try all Tris.
@@Pixelfondue It can export a test cube. Tris also not working. I am a complete newbie about making 3D stuff, And the thing I want to export is a full map of my university with all the buildings as 3D object. I made all of the buildings in a different file, and import all of the buildings to the file where the map is, after I place all of the buildings I just need to export it into one file but it can't. Maybe there's to many things imported so it can't be exported? or is it because im still using the trial version so it can't be done? I don't know
I fixed it, it was my bad putting .obj 3D format instead of .plasticity format😅, now I just need to know why there's no color after exporting the 3D object..
Great clips. Is there a way to save as a plasticity object that can be dropped into another plasticity file and still be manipulated? I have a thing I built but it has a phantom curve that can't be selected and won't delete. I thought I might be able to copy the object paste it into a new dox and maybe without the unwanted curve.
Have you tried the Import/Append option?
@@Pixelfondue : Worked like a charm. Thanks Floyd.
@@Pixelfondue : It turns out the object was inadvertently locked. Since it was unintentional it never occurred to me.
i,ve tried to export multiple objects at once, jesus...
slow?
William. Is there an option to export the model with different parts? Maybe when you apply different materials. Have not tried.
Not that I have seen. I will explore tho.
I'm having some issues when applying a normal map to the exported geometry... like a brushed metal normal map or a rough plastic surface...
I'm using triplanar mapping, but the shading doesn't look good.. is that to be expected with CAD geometry ?
i.imgur.com/NHQSHqH.png
(C4D + Redshift)
Edit: FIXED !!
before: i.imgur.com/DfqIgvF.png
after: i.imgur.com/ERnRKyV.png
the problem was how Redshift was importing the texture... I got confused because I don't remember ever setting up this option and never having this problem, lol