Plasticity Tutorial | Export CAD to Clean Mesh

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  • Опубликовано: 14 июл 2024
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    What video about:
    In this tutorial, I take you through the process of exporting a CAD model from Plasticity into a usable mesh for standard 3D software, using a screwdriver model as our example. You will learn how to export detailed models with efficient topology using triangles, quads, and ngons while ensuring high-quality renders. I'll explain the export settings and density adjustments needed to achieve the best results for product renderings. Also, check out my Plasticity course to master the techniques for high-fidelity 3D modeling.
    Part 1 - 3D Modeling: • Plasticity | Industria...
    Part 3 - Rendering: • Cinema 4D & Octane Ren...
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    ⌚Timestamps
    00:00 - Introduction to CAD Mesh Export in Plasticity
    00:44 - Overview of the Screwdriver Model for Export
    01:00 - Exporting the Model as OBJ Format and Options
    01:58 - Choosing the Right Topology: Triangles vs. Ngons
    02:00 - Detailing Mesh Density for High-Quality Renders
    03:06 - Adjusting Minimum Width for Fillet Detailing
    05:06 - Viewing the Exported Model in 3D Software and Final Thoughts
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Комментарии • 18

  • @Madloco491
    @Madloco491 11 месяцев назад +5

    @Nikita Kapustin The new of Guru Plasticity😁😁

    • @nikita.kapustin
      @nikita.kapustin  11 месяцев назад +2

      Name change to "Plasticity Guru" incoming 😁

  • @FPChris
    @FPChris 6 месяцев назад +2

    Thanks. This has been my biggest issue with Rhino

  • @sqwert654
    @sqwert654 11 месяцев назад

    For game use I would try to retopo in 3dcoat or Zbrush using the auto tools. Then fix any issues in 3dcoat using hand retopo tools.

  • @RodrigoKuo1
    @RodrigoKuo1 11 месяцев назад +1

    Always helpful! Thanks for the tut, Nikita! One qq - Is there a way to make the polygons of the fillet align with the polygons of the base?

    • @nikita.kapustin
      @nikita.kapustin  11 месяцев назад

      Glad to hear!
      It's not exactly possible but you can play around with the different values and try to align them as closely as possible.
      Often times it works with simple objects like this one.
      Just spend some time with the exporter

  • @MikeliousXD
    @MikeliousXD 11 месяцев назад +1

    I'm in search of a workflow to use Plasticity as a medium to create complex geometry to then cleanup and optimize for games, what would you recommend to attain that?

  • @DirkTeucher
    @DirkTeucher 10 месяцев назад

    Plasticity looks so nice to work with but I sometimes need quads export as I would like to use this for game engines where I need to be able to fracture the mesh and not have ngons or holes in the topology. And that topology looks pretty messy for anything that is not a static object. I hope the plasticity developers improve the NURBS conversion to quads somehow but I imagine that is a very complex task to figure out. Maybe zbrush or blender quadremesher might be a good workflow to clean the topology quickly but I think I will stick with blender for now.

    • @syont
      @syont 5 месяцев назад

      hi, what quad surface look a like? it seems Plasticity is capable to export in Step format, so Gmsh mesher can read and generate full quad by few of setting.

  • @wildguardian
    @wildguardian 3 месяца назад

    I am mainly 3d modeling for product design. So figures.. jewelry.. and hard surface objects. If I'm printing in resin.. a clean topology isn't as important.. what's important is a super high resolution so the curvatures won't be poligonal when printing.. let's say, a cup or a fase. I don't want my resin prints of a item having faces being visible..

  • @creature1620
    @creature1620 3 месяца назад

    Is it posible to go the other way? From a high poly mesh to a solid body mesh? I know fusion 360 has a convert function that does this. Wondering if Plasticity does as well?

    • @nikita.kapustin
      @nikita.kapustin  3 месяца назад

      Yes, its possible but not in Plasticity currently.
      I am using Moi3D for the conversion. Blender has an addon as well

  • @eugeneweb5969
    @eugeneweb5969 11 месяцев назад

    лукинг гуд

  • @jansieber1503
    @jansieber1503 8 месяцев назад

    I guess for a good quality movie production quad mesh, manual retopology is a must?

    • @nikita.kapustin
      @nikita.kapustin  8 месяцев назад +1

      Definitely

    • @jansieber1503
      @jansieber1503 8 месяцев назад

      @@nikita.kapustin but still seems like a great tool for quick concepting. And on certain models even with manual retopology it might still be faster than Sub-D workflow

    • @nikita.kapustin
      @nikita.kapustin  8 месяцев назад

      @@jansieber1503 Agree!
      I think there is no faster tool for concepting than Plasticity. Export results are pretty good, unless you really really need high quality mesh for production or so.

  • @user-re8pd8dm4h
    @user-re8pd8dm4h Месяц назад +1

    Капустин, говори по русски))