Export OBJ (High/Low) from Plasticity

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  • Опубликовано: 3 окт 2024

Комментарии • 24

  • @MrSzwarz
    @MrSzwarz 2 месяца назад

    Export work as OBJ only with simple objects, if you have complex one, they become impossible to edit in Modo any software. Just solids. I can see it in Blender, but I don't work with it.

  • @TheDigiVault
    @TheDigiVault Год назад +1

    Very helpful man. Thanks!!!

  • @davejacobson5400
    @davejacobson5400 Год назад +1

    If I wanted to 3D print this, is there a way to get the measurements (units) in Plasticity to export correctly? At the moment a 1 meter square cube in Plasticity will print real world size 1mm.

  • @thelazyforger
    @thelazyforger 6 месяцев назад

    The Density value of 1 is, as you said, "pretty high", but I would really like to have a much higher polycount for some of the sculpting process I use. Do you think it's possible right now (10 months later) to do something better than that? Currently it's what sopping me from the purchase! :S

    • @21zmaj
      @21zmaj 4 месяца назад

      yes, you can go into millions of polygons, by limiting max width of the polygon and increasing the number of segments on curved surfaces. It's the settings under the option discussed in the video. Then you can export it into ZBrush and have nice smooth surfaces

  • @mae2309
    @mae2309 Год назад

    Gracias. Eres un crack Alberto..
    Saludos!...

    • @AlbertoCGArt
      @AlbertoCGArt  Год назад

      Gracias compadre!! Espero que te ayude.

  • @Hitsujioyaji
    @Hitsujioyaji Год назад +1

    If imports into Blender are all quads, what happens if you run a SubD modifier on them?

    • @AlbertoCGArt
      @AlbertoCGArt  Год назад +2

      In that case, the edges that are flat with no edge support, meaning, any extra loop on them it will not work very well, you just need to add them manually in blender or in Plasticity create a bevel, don't leave it flat. You just need to reinforce the loops/edges.

    • @Hitsujioyaji
      @Hitsujioyaji Год назад +1

      @@AlbertoCGArt Thanks so much. Makes sense!

  • @sicktennis
    @sicktennis Год назад +1

    Sorry noob question, but is it easy to UV and bake the low poly output from plasticity in blender to get it into a game engine with same high poly results?

    • @AlbertoCGArt
      @AlbertoCGArt  Год назад +1

      Definitely!! Depending on how much low you select it to be, you might need to do some clean up, but so far the tests I've done, it has worked perfectly with an AutoUV in Blender and baked in SP. No weird glitches or overlapping, super clean. But like I said, just make sure the low poly it's working properly, like no holes, or duplicated vertex etc.

    • @tac-22
      @tac-22 Год назад +2

      hello. the great thing when exporting obj is that sharp edges are included, so in blender you could convert them into seams (add a few more manually) and then the unwrap is really perfect. just wanted to add this tip here.

    • @DarrenLGoldsmith
      @DarrenLGoldsmith Год назад

      @@tac-22 Hi. I love Plasticity... but the export to Blender was a bit hit and miss until I watched this video. I'm still struggling with how to UV unwrap though. How do you convert the sharp edges to seams? Actually, how do I know that sharp edges have come across into Blender? Aren't they normally coloured blue? Because if that's the case, I'm not seeing them.

    • @DarrenLGoldsmith
      @DarrenLGoldsmith Год назад

      @@AlbertoCGArt Love this video... thank you so much! And thanks for confirming that it's easy to then UV unwrap in Blender. When you say 'AutoUV' though... is this a specific method? Do you just mean use 'Unwrap'? If so, how do you deal with creating seams, or don't I need to worry about this if using SP? Arghh, sorry, so many questions! It'd be great if you could demonstrate how you would unwrap this object in a video, ready to bake in SP! Quite happy to pay you for your time!

    • @tac-22
      @tac-22 Год назад

      @@DarrenLGoldsmith Hello. In blender edit-mode, select one of the blue edges of your imported object and press shift+g, select "sharpness" then right-click and "mark seam". Hope that helps.