The END of Blender!?
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- Опубликовано: 18 июн 2023
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its not free .. i have to join The Hard Surface Academy 2.0 for Blender with $497.00 to take it
@@hussinnagib258 no you dont you muppet, click the link
@@PonteRyuurui so if i understand this right:
i can have a 30 Day "feel in" for "free" of a software, doing Things, blender (2.79 not 2.8+) doing for me perfectly.
After this, i should pay 100 $ for the same, Blender doing for me for free.
And you can believe: This is just the Beginning. Let growth them, they will want to have more Money.
and this all, instet i can use blender, i using since years - for free -
Why ?
What is it good for `?
also one Thing:
i do use blender 2.79, it fit s perfect to my needs, and i cdo not have the time, to learn everything from Scratch again, and again, in blender highter than 2.79. If you like me, using this tools hours per week, you will just be stopped, if only 1 key will change.
It s hard, to change to a newer blender (and no need here)
but this program there
- cost money
- you need to learn ALL from scratch again
And after this, you payed them, and you have the same than blender ?
no sence to me.
Im getting convinced Blender makes a huge error by not being able to develop some sort of CAD like solution and thereby seriously support 3d modeling for 3Dprinting. They seem totally stuck in ONLY visual effects. New generations demand cad abilities and Blender is a pure joke at that right now.
@@eddiexx Oh Gee! This completely free 3d polygonal based software doesn't have all the Industrial quality surface based CAD tools I need without me having to spend some money! Whatever will I do?
Blender is still distinguished in several respects, especially since it is open source, which is a feature specific to Blender only. Let us thank the programmers and work teams who provided us with this program.
I don't think anyone actually believes a dedicated modelling software like Plasticity is actually the Blender killer. They both serve very different purposes even if they share some functionality.
Well I use MOI and plasticity and still have to use blender for rendering/texturing
really agree, ton roosendal decision to make it free open source at first while everyone developer pricing at every program is beyond amazing idea
Blender is outdated and a turnoff for alot of people.
Can Plasiticity be used to make game assets?
Blender is Open Source and this is why its staying around. As a user of Blender and been for last 20 years I have no worries that Blender is going anywhere.
I think that these are really great to raise awareness for more powerful CAD/nurbs modeling software that is cheaper than solidworks and Fusion 360. On the other hand, Blender is aimed towards creating with mesh/quad/subsurface topology(aka you can control the topology of your mesh). These are usually more useful in arch viz, film and games whereas CAD and parametric modeling are aimed towards manufacturing and design, and usually produce triangulated meshes which are hard to work with outside of the tool they were created in. Quad topology workflows have been defined for decades in the film and modeling/rendering outside of manufacturing because you can make changes and adjust models in a different way than CAD. So it really just depends on your industry, but both are viable and useful in their own realms. And blending those realms isn’t a crime either.
The free version of Fusion 360 is restricted in function but nearly all of the missing features have easy workarounds. In my opinion it is by far the best free proper CAD/nurbs solution. As a long time Inventor user I find myself using Fusion 360 Free more and more. If Plasticity matures to include a history tree which allows early design decisions to be edited and propagated downstream then I think it'll be the one to watch. In the meantime, anyone coming from mesh wanting a more parametric workflow - maybe you are following a technical drawing - might be better off using Fusion or OnShape in order to 'Learn The Ways Of The Force'.
Fusion 360 is free for personal use or for businesses with less than $100K revenue. I use Fusion for modeling and Blender for the rendering. Golden combo!
@@user-rg2dz2nu6l fusion 360 is not free, it comes with limited features and a web app ball-and-chain. Friend of mine got bitten badly by it when its policies changed. I warned him they would close the mousetrap eventually and they did. Tiny violin.
Blender on the other hand is **actually** free.
@@user-rg2dz2nu6l "FREE"? thata's yesterdays' news, after they got popularity, they charge.
CAD for CNC 3D modelling for... well modelling, magical how that works isn't it, use the tool right or fuck off. as you can agree.
I've been using this on one monitor with Blender on the other monitor together for like 30 hours the past few days. The models import so perfectly this is just a really nice Blender addon to me now. I don't know why some people are complaining about having to clean up the models after exporting. They are probably not using the software properly.
How did you retopology the model imported from plasticity?
I haven't had to. I just did a little animation project with dozens of models made in plasticity. Everything UV unwrapped and textured properly. Use "delete redundant topology" tool then export as Ngon density 1.
Luckily for Blender, most of the artists are poor and can't buy softwares.
And most professional artists actually buy a couple blender plugins.. for 10-20 bux each.. while the indie plasticity version is 99 and there's a 30 day trial..
And the majority worldwide have Photoshop, which isn't cheap.. installed on their pcs.. artists or not.. for some misterious reason that no one can explain to me.. I wonder how.. yarr..
We can pirate 🤣🤣
This just isn't true though. 3d artists are some of the highest paid in the industry next to Autodesk Flame VFX artists.
@@ed61730 I think that "most of the artists" for him is "the people who are attempting but weren't sucessful in their careers on that segment".. part of the archetype that "most people fail on starting a career in arts so don't try that". a sure way to discourage people to start a career in this segment... whatever the point of that is.
So he isn't talking about the majority of professionals.. he is including young people who are still learning as "artists".
If there was one like the one on Apple for Android I'd buy it
Why is everybody comparing blender to plasticity? Plasticity is a CAD programm 😭 its designed for something completely different.
AND it isn't free or open source.
All blender needs is a nerbs based modeling option in one of the future updates.
And it will happen.......
Howard T. & Henrick D. the blender devs could not do it...blender need a open source libary with the proper allgo s...but this libary doesnt exist...
A own libary is way to much for the devs and Blender time & money budget ...
never happen....
Some Blender Nurbs tools are very very old and code parts are even from the chief..Tom R. as he coded...( 15 years)
Plasticity is as like an addon for Blender. Tasks that would give you a headache in Blender are solved easily in Plasticity and exported as an OBJ with that amazing NGON settings Plasticity has so that you can keep on working with that model in Blender without any problems. Both are amazing and I already have implemented this workflow in my everyday work. The best part is that I don't have any issues anymore importing STEP files into Blender. I use Plasticity as a converter with those NGON settings I mentioned above. I am looking forward to see some Plasticity content from Blenderbros :)
Plugins for Blender are specific for those feature sets and use case and you get the features you pay extra for. As stated below, plasticity is just the new kid on the block but it comes with a price tag before you even get started for most features that are already standard in Blender and available for free.
in addition, the blender is often updated, and it is sponsored by a huge bunch of companies
Nonsense. Where are the surface tools in Blender?
disagree.Blender's parametric modeling is non existent
Blender is free but the developer spend time making it, so is it really free?
@@MetalGearMk3 It is free to use. Yea they spending their time, but no one canceled donations, you know.
I never thought I would see you use something other than blender but its cool your putting a focus on plasticity. I see it the same way that its a tool in your arsenal and so far could be worth putting the time into. Since it can be setup so similar to blender the learning curve isn't as bad. Personally I want to use it as a quick way to ideate my designs which would typically be too time consuming to do in Solidworks.
Plasticity is just the new kid on the block. Designers such as myself that have been using cad programs generally use programs like Fusion or Solidworks. Plasticity seems to have some cool features but I dont think it compares when it comes to the full production pipeline. You can get the Maker version of Solidworks for $99 a year. Steeper learning curve but is a more valuable asset.
The only thing ive used Plasticity for is to get a semi-clean mesh for a model i made in Solidworks, the Ngon export is pretty good but still not perfect, required a lot of cleanup in blender
+1 to that. Not being one myself but having worked with industrial designers, Solidworks seems like the way to go for engineering/fabrication/any real world application of 3D design. For VFX/games etc. in the end it will come down to polygons so Blender/Maya etc. will be used.
I suppose Plasticity falls into the "Z brush" kind of category, where aside from just concepts, in any pipeline it is an intermediary step before retopology. Judging from the amount of praise it is getting from artists, maybe it is filling a void for artist-centered CAD modeling with a purpose leaning towards retopo for games/film etc., where there isn't a need for the precision and control Solidworks provides.
Plasticity is not meant for engineering or practical applications. Its motto, "CAD for artists," clearly indicates its purpose. It is pointless to compare its ability to design parts for practical use with software like Solidworks. Both Plasticity and Solidworks have distinct goals and purposes. While Plasticity is for artists, Solidworks is for designers and engineers. They are two different softwares for two different industries.
$99 for plasticity is an indefinite license, $99 for solidworks maker is a yearly sub.
Quadremesher licencing also has a Blender plus CAD option for Fusion360 or Solidworks.
I'd be very interested to see how it can be used as a bridge between the two, and for an almost comparative price of $159 vs $99 for plasticity
Plasticity is great for those like me who uses Blender + Fusion 360 cad workflow, but even so you need to understand how to mix both polygonal and nurb modeling workflows together, otherwise you either do one thing or another, once you can mix both of them properly it really start to speed up tons of things, none the less.... it'll be always the case (for game assets) to use the softwares requires by the studio you work on, so in the end it may just be cool for personal projects, except specific places.
Fusion is also free and it's underrated.
The software is irrelevant where you created the mesh, uvs or textures.
For that exact reason we have interchange formats like obj/fbx or abc and bmp/targ/tiff for textures.
Most studios dont even create most assets themselves, they will only create hero assets.
Everything else will be outsourced.
Cyberpunks city was pretty much entirely outsourced.
DICE outsources nearly every weapon models.
@@sakbiulalom5849 Fusion? Like Fusion 360?
You might be on a student trial, that costs 72 a month, 500 a year, its 5 times more expensive than HoudiniFX Indie
As someone interested in product design.. resin 3d printing for jewelry and figurines.. I'm on zbrush and blender.. but I'm not much interested in Rhino. But I'm also interested in cnc metal machined products.. which many use Fusion 360. Plasticity seems like the "adobe illustrator of 3d" from what I've heard so I'm considering it, but are the things made on it format compatible to cnc machining? Since it's cad based nurbs I'm inclined to say yes but can you import files from it to another cad software without converting the file into a mesh?
I found a way around the topology issue from Plasticity to Blender which involves using a 3rd program 3D coat to retopo the model. The AUTO TOPO in 3D coat does an outstanding job, yes I know I am creating a totally new geometry doing this. But once I convert it to FBX in 3D coat the model is very usable in Blender.
interesting, will have a look, cheers for the tip mate
YOU ARE NOOB IN BLENDER BECAUSE YOU CAN'T HANDLE TOPOLOGY ISSUS THATS WAY YOU SAY BLENDER IS NOT OK
Do you mind sharing more on how you go about this? Maybe a video. Thank you.
I love Plasticity. Use various CAD apps in the past but my goto was always MOI3D. Problem is if I don’t use it for a few months, I feel like I have to relearn it again as I have so many useful scripts / shortcuts. With Plasticity I can just jump in and off I go, with the occasional glance at my notes. Also prefer how it handles fillets. Definitely the artist friendly CAD app.
If you are not 3d printing out the model, the bevel shader node baking trick is good enough for a lot of cases (for eevee), no baking is even needed for cycles.
Blender is technically not the same thing, its a freedom software, which means it can only be killed by another freedom software. Commercial 3d software have a very bad reputation, they can be easily be killed by not making enough money or making too much money and being bought by another company which then terminates them. Two of my favorite 3d software , Truespace and Softimage were killed like that and I made a promise to myself to never buy another commercial 3d software ever again. The first was killed by Microsoft after it bought it and then latter of course by Autodesk. Freedom software (which both open source and with very freedome orientated terms on code usage and modification) are super hard to kill which guarantees their longlivity also they excel at bug fixing which is a big deal for many of us. Plasticity looks great commercial software but in the end is a commercial software, the problem is not that we have to pay for it the problem is that its future is debatable to say the least and 3d software market has been a savage place for new software for decades now. Especially nowdays moving to new software has become more difficult than ever. Mostly a huge wast of time.
Well said! Can't kill a phenomenal piece of software like Blender unless it's by another open-source software that out-competes it. Given the current level of development of Blender (currently just released version 4.0), I can't imagine such a thing would ever happen unless it's done by next-generation A.I. software development.
I use plasticity for main design now and blender for essentially everything else including organic form. Was surprisingly easy to integrate plasticity thanks to ngon export!
I stopped using f360 cause they make you have to submit your models for "evaluation" before you can do anything with it. Does this program do that?
I don’t think plasticity is blenders biggest rival because if I’m correct plasticity is only used for hard surface modeling, while blender is much more than that. Plasticity is only blenders rival in hard-surface modeling. Not in just an all-around 3D tool.
Exactly.
Hello thank you, I wanted to try the "FREE" jumpstart but it doesn't seem to work. It says error processing and the top shows 97$ ? What to do or is the offer cancelled? Thank you
You probbaly removed the coupon. We have hundreds of people joining daily and you're the only one with the issue. Try again.
Combination of both plasticity and blender with decal machine as the final touch.
What about FreeCAD with the Curves add-on ? Or geometry nodes in Blender. Can you use geometry nodes in Blender to create similar functions that work based on curves ?
Interesting software. I always wanted to get better at nurbs modeling in Blender, but it seemed a little cumbersome. Like vector art, nurbs seem to be more logical for shape building. This seems to make nurbs more intuitive. I might have to buy it eventually.
First of all Mr.Ryuurui a big thanks for your intro into and opinion about Plasticity, because they always have a big value for me.
Your Blender tutorials are outstanding and providing a big learning curve in a short time. Plasticity provides because of it's simple UI an time saving workflow special for creating 3D printing meshes and files. I wish you could dig deeper into it and provide more of this Plasticity tutorials/videos.
How to UV unwrap such?
Great impartial overview. As someone who does both 3D Engineering design but also more Freeform visualisation and rendering I can wholeheartedly agree with your comments. Different horses for difference courses.
@19:17 I'm trying to create the cylinder as a separate solid, but for some reason it automatically creates a union with the gun itself. I've tried locking the gun solid but that doesn't help. What am I doing wrong?
You not using blender
2:50 yes, when you buy addons they technically add up over time, but at least they're not telling me to pay up every damn month.
hmm... so while the bevel might work fine in this software would it mess up the shaders if exporting to UE?
Well the issue could be triangulation, you need to pre traingulate the mesh to avoid possible shading issues is SP, marmoset, UE etc. You do not want your mesh to be auto traingulated upon import.
may I ask : why do you have multiple instances of blender in your task bar ? can yoyu have different start up files ? if yes, how please !
you can, and i need multiple versions for my work, sometimes i record vanilla content, another time addon content, i am testing various features, new blender versions etc.
Here's a fairly unrelated question:
3DS Max(afaik) has a modifier that lets you edit the resulting mesh from the previous modifiers in the stack. I've looked around now & again looking for a Bender add-on that'd add a similar modifier. Does anyone know if something like this exists ?
The most close to this I've found is "Sculpting layers" - a very very good addon!
You don't have to F around with topology, edge loops, subdivisions, vertices, Boolean operations, Etc to create a solid 3D form instantly. That's the beauty of Plasticity! I can't wait to see when they add other helpful hard surface modeling tools in their upcoming updates. Like the Lattice modifier for deforming 3D models needs to be added in.
What do you mean? You know what unwrapping is?
I just saw some videos about this but This tutorial was the most perfect one that covered all my questions and problems in action. I appreciate it !
Curious: Why is the beginner lesson using blender 3.2.0? I have blender 3.3.0. Will I still be able to follow along?
version doesnt matter
I am wondering if it will be useful to bring models from blender to Plasticity just for making high poly models since the bevels are way less complicated inplasticity then used the high poly model for baking. in other words, plasticity to replace Zbrush in some people s workflow
Love your tutorials. So happy I found your channel. Thanks for what you do!
cheers bruv!
I've been watching Plasticity fairly closely since there were early beta releases & I'm really glad you're coving it.
You said it's be suitable for producing meshes just for rendering or 3D printing, rather than game-assets. I'm guessing to use meshes Plasticity generates as game-assets you'd want to export as a high density mesh & then do a whole load of clean-up to reduce the poly-count where possible.
Does that sound like a good work-flow ?
Also, I reckon a video in that direction would probably be really interesting to people.
you can export a low poly mesh and do the editing on that, then use the data transfer modifier to transfer the high res export vertex normal data to the new low res edited version.
@@MetalGearMk3 it'd be great if someone did a hard surface tutorial showing the workflow from something modeled in Plasticity to meshes for game assets. I know you'd probably want to optimize the poly count for in-game use versus concept renders.
Does this solution have CADBase integration?
It’s good to see you on camera! As always great insights.
Note that centering an object when you start to create the shell has been changed from TAB to "C" in the latest version.
ya i was using earlier version
18:30 in Rhino I do stuff like select the trigger then assign the gun as the cutting object. Delete excess. Then use the new trigger to cut holes into the gun. Join the two.
Can we expect any Blender Bros courses on Plasticity in the near future?
Been using hard ops, box cutter and mesh machine for a couple years. Spent a week in Plasticity and I'm really liking it!
Plasticity sẽ tuyệt hơn nếu như thời hạn dùng thử nhiều hơn 30 ngày
Wow, tough crowd. Blender is amazing and I don't believe you dissed it. I appreciate you looking further into this software. I bought it a few months ago and love it. I use both and they both have there uses., but for modeling I have found the ease of use and speed of using Plasticity is a no brainer. Learned a few shortcut speedups watching you model as well. Thanks.
Excellent introduction Ponte. It's like an inbetween Blender and Sketchup, and I just love the simplicity.
thank you Ponte for this great rundown. It looks like, you could also export with a lower density, which means. It would also qualify using it for low-poly game assets? Or would that not work? Thx for sharing, appreciate it!
try it, shading may break but you never know, they also have a bridge to blender now
Awesome little demo. I already have Plasticity and love it. But I love Blender too. They work nice together for certain things.
A quick question, I am kinda new to modelling so I would like to know between Blender and Plasticity which is best for creating 3D game assets?
You will need Blender no matter what, plasticity doesnt produce game ready mesh.
Thanks a lot. Your hard surface tutorials are motivating to say the least
finally we see the face of the legend
loved to see more advanced plasticity tutorial ❤❤❤
I havent played with 3D in years, do they still make Rhinoceros, or Rhino 3D? It did curves so well.
Can you model using real unit dimensions?
Don't punk us with headlines like "The END of Blender!?" It's insulting and deceptive. You have offered great info up until now. Don't be tempted to hype when it's not necessary.
Good stuff! Combining plasticity with blender has so much potential
ya definitely unlocks new possibilities
What the curse in the channel music start to basics ؟
For anyone that doesn't know anything about 3d modelling. NURBS and Polygon are two different types of 3d modelling, non-of the techniques are transferrable. They have both been around for a long time. There is no reason why all of a sudden a NURBS software would put an end to any Polygon software. It would be like saying apples are going put an end to oranges. Makes no sense.
Ok, people use Blender not for modeling stuff, but for texturing, sculpting, animating,compositing, video editing, motion tracking, stabilizing, vfx-ing (or whatever it is), and rendering (sometimes make games), and that P thing can just model
If you want to model, just use that thing, and we will keep using this amazing free software with a healthy and funny community
Oh, and geometry nodesing, simulating, educating, advertising, making art, comedieng
(I hate English)
Hi mate! Have you tested the DesignSpark Mechanical software? Make a video about DesignSpark Mechanical vs Plasticity. Thank you
Excellent demo. Thank you!
How about Rhino3D? It’s a good pickup if you can get student pricing- a professional tool. The quad remesher is pretty robust too.
IMO, Rhino is on a different league.
The courses are with or without addons? I mean default addon
which ones
Free course for hard surface
We have to buy addons or we can create with default blender?.
What about good topology for correct uv mapping?
My imports into Blender go to pot when I enable auto smooth.
I can do same thig with box cutter ! Where is the difference ?
Hi, it's not the death of Blender but the death of Boxcutter, Hard Ops, MechMachine, Kit Ops Bevel, Machin3tools ... ect ;-)
came to watch after few weeks and i have to say that the quality of video is just woow!!
wonderful!! Keep going!!!
Having just spent a couple of days learning some hard surface modeling in blender
by making a car top luggage case from scratch,
watching this sort of thing done in nearly as much time
as it takes to bake and deliver a pizza?
I can see why this is so fun. 🙂
Awesome tut. Should do more tuts!
Designspark mechanical knows the same tricks as Plasticity ( bevels, lofts booleans etc.) for free. I've been using it for a couple of years, and really like it
so ... what about Houdini, have you tried it?
Plasticity is a Monster tool with a proper remeshing tool....its like Lego for the mind..
For near 90 % of hardsurface we use it now in the company... no Zbrush no Maya.. anymore with the bridge to blender...
For games from concept to game ready model...and we are twice as fast as with Maya or blender or Z brush..
...in six month we save near 1 month of working as last year with two workers less and much more output...
p.s.the cool no problem altering edit procedural non destruction workflow helps so much.
no problems with edits big changes of f.e. bevels chamfers of models ..or modfiers who Blender crashes ...
my go to tool even privat.
..PP.S. your tuts and tips are amazing...
Thanks for sharing this comparison! Very useful info and I discovered a new program I can use.
as someone who comes from parametric software (PTC Creo, used to design for manufacturing) this seem more like what I'm used to. The monetization is interesting though, I just started blender and I'll see how that goes before I try plasticity.
[INTENSE MUSIC BEGINS]
[OPENING SHOT: Timmy sitting at his computer, frustrated as John sings a taunting song to coax Timmy into using Blender in the style of "Jimmy Jimmy Aaja Aaja" by Parvati Khan.]
(singing)
John
Timmy Timmy Timmy Blender Blender Blender!
Timmy
(Frustrated tonality)
Oh would you stop it already!
NARRATOR (V.O.)
In a world where friends can drive you to the brink...
[JUMP CUT: Timmy and John in the gaming store, eyeing "Hunt: Showdown."]
NARRATOR (V.O.) (CONT'D)
Timmy discovered a game that would change everything.
[JUMP CUT: Timmy struggling with the Bornheim pistol in "Hunt Showdown."]
Timmy
(muttering)
This pistol is terrible! I can't believe Eric tricked me into using this!
NARRATOR (V.O.)
But little did he know, his revenge was just beginning.
[JUMP CUT: Timmy messaging Ponte Ryuurui, plotting his prank.]
NARRATOR (V.O.) (CONT'D)
He sought the help of the mastermind, Ponte Ryuurui.
[JUMP CUT: Ponte Ryuurui grinning mischievously in his studio.]
NARRATOR (V.O.) (CONT'D)
Together, they hatched a plan to turn the tables.
[JUMP CUT: Timmy gathering his friends, John and Eric, for a gaming session.]
NARRATOR (V.O.) (CONT'D)
They thought they were in for a treat, but little did they know...
[DRAMATIC MUSIC INTENSIFIES]
[JUMP CUT: Timmy, John, and Eric watching Ponte Ryuurui's video on Plasticity.]
NARRATOR (V.O.) (CONT'D)
Plasticity: a 3D modeling program like no other.
[Ponte Ryuurui's charismatic voiceover from the video plays in the background.]
PONTE RYUURUI (V.O.)
With Plasticity, you can create wonders, unlock your creativity, and be a digital artist extraordinaire!
[JUMP CUT: Timmy's friends, intrigued, rushing to their computers to try Plasticity.]
NARRATOR (V.O.) (CONT'D)
But as they delved deeper into the program...
[JUMP CUT: John and Eric struggling with Plasticity's clunky NURBS modelling.]
Eric
Where is inset? Why won't it add more loops!
NARRATOR (V.O.) (CONT'D)
They realized that the game was just beginning.
[JUMP CUT: Timmy smirking in satisfaction.]
NARRATOR (V.O.) (CONT'D)
This time, the tables had turned.
[UPBEAT MUSIC BEGINS]
[Quick shots of Timmy's friends experiencing frustrations with Plasticity.]
NARRATOR (V.O.)
From the creators of friendship and mischief...
[JUMP CUT: Timmy, John, and Eric laughing together, a newfound understanding between them.]
NARRATOR (V.O.) (CONT'D)
Comes a tale of pranks, redemption, and the power of true friendship.
[EPIC MONTAGE: Timmy, John, and Eric bonding, supporting each other's passions.]
NARRATOR (V.O.) (CONT'D)
Sometimes, revenge brings us closer than ever before.
[FINAL SHOT: Timmy, John, and Eric raising their hands together, united as they walk back to blender.]
NARRATOR (V.O.) (CONT'D)
"Plasticity Prank" - Coming soon to a theater near you.
[INTENSE MUSIC FADES OUT]
[SONG BEGINS]
[Upbeat and energetic song with lyrics that capture the spirit of friendship and mischief.]
LYRICS (SONG)
(Chorus)
Timmy, Timmy, Timmy blender, blender, blender,
Together we'll conquer, nothing can hinder.
With laughter and pranks, we'll take our stand,
True friendship will guide us, hand in hand.
alt+x + (xyz) in placticity, unless its in a newer version hops requires you to click on the axis.
if a program is not free and open source it can change the terms of use and price like Unity , or be purchased by one of the large subscribe based companies like Adobe and autodesk
So that's the face behind the dark lords voice! (I like it! Surprisingly friendly :D ) - For Game Art? We could simply do retopo the result from Plasticity and bake it down? I don't really see how this would differ. Except not being able to work on high and low simultaneously? We could even bring it to ZBrush and Zremesh it, trying to keep hard angles intact? (v.2021+) I think Quad Remesher in Blender would be the equivalent.
My ideal workflow with this tool would be creating the models in Plasticity and then just retopo in Blender or Maya, then treat the model as normal.
Being able to simply focus on the shape without having to worry about topology let's my peanut brain come up with way higher quality models so much faster
You have to give it for plastisity advertising team lol, they decided to pretend that blender is their competition haha, while its all CAD softwares like Rhino 3D and Solidworks. Not a ''polygon'' software like blender or Max and Maya.
I've tried plasticity, and I cannot use it for anything else than to convert cad models to polygon models, as export is quite good. But for cad software for me personally it lacks of lot's of features I am used to. So if i need CAD i use solidworks. For me it's the most convenient CAD I've tried. For polygonal modeling - blender.
as mentioned.. plasticity is not a blendr competitor. but instead.. is a Harp Ops and BoxCutter competition.. yes they work inside blender but to say is blenders competition.. nahhh....
cant wait to have a bridge from plasticity to blender...
cheers markko...
I love both Blender and Plasticity. Thanks for featuring it!
A awesome program. So much potential, and i reckon it will only be better with time.
It is a great tool for hard surface modelling that does not have an interface from another decade (fusion) or that is over complicated where it looks like you need a degree in mathematics to understand.
Blender is still my workhorse for most things but this may replace my workflow for hard surface stuff.
Does it have procedural modeling and texturing using geometry nodes and material nodes and does it have an integrated game engine and is it open source? Those are the K.O. criteria for me. If not, then it is simply not a Blender Killer. For other tasks Blender cannot do I am using FreeCAD, a free parametric CAD modeller.
When mirror, press Q, it will merge the objects without the need of clicking on the menu.
oh good one, cheers
spaceclaim type of cad / there’s a free version with obj export is the easiest cad ui for me, most flexible and intuitive, plasticity is cool and all, you use both, cad/polygonal obviously.. for whatever is easier, more appropriate..
Ponte, you looks like a professor you cannot disapoint.
finally we see his face lol
@@giovannimontagnana6262 well.... ruclips.net/video/jr_uBuUzFGk/видео.html
Good, but need to pay money. For initial time small but the next what is is?
Yo very very nice quality on this video!
Looks useful for modeling watches and their complex compound curves 😍
Plastisity is my new favorite hardsurface modeling software. I discovered it yesterday and played around with the hole day. It is fantastic!
Iv been using fusion for years great piece of software
I bought Plasticity and I'm glad that it exists for surface modeling. I use Rocket for polygon modeling. For rendering I use several free and inexpensive programs. I don't use Blender at all anymore.
This is excellent. Pragmatic and honest.
You look and sound like the first form of the last boss in a Final Fantasy game, you know, the human form... before transforming into a 7 winged creature from another dimension that bends time and space.
Great video by the way! I'm going to give Plasticity a try!
we need more plasticity tutorial
this is interesting (me never commited to have completed anything in 3d soft....)
I think every tool has its pros and cons and as a beginner you choose the free option. If you can afford to pay for something, you might choose something bigger. It also depends on your background. If you are an experienced Autocad user, you might cross the bridge to 3D Studio Max. I had to turn on the subtitles to find out what your talking about as Plasticity was not mentioned in any of you above links nor in the title. In another video someone moves from Blender to Onshape. It is clearly mentioned in the title.
I would like to see Blender Light versions as it is too versatile. If you only going to use 20%, hide or remove the other 80%. Would this mean Blender should be modular and/or has the option to build a shell around it? if you look at sites like Boxshot and Pacdora, you could make something similar with the right Blender shell. Else you would have to make a template, you keep modifying all the time.