Plasticity Tutorial | Export CAD to Clean Mesh

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  • Опубликовано: 23 дек 2024

Комментарии • 26

  • @FPChris
    @FPChris Год назад +2

    Thanks. This has been my biggest issue with Rhino

  • @MikeliousXD
    @MikeliousXD Год назад +2

    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?

  • @Madloco491
    @Madloco491 Год назад +5

    @Nikita Kapustin The new of Guru Plasticity😁😁

    • @nikita.kapustin
      @nikita.kapustin  Год назад +2

      Name change to "Plasticity Guru" incoming 😁

    • @autmi
      @autmi 2 месяца назад

      Pixel Fondue посмотрите

  • @c.d.m.3821
    @c.d.m.3821 2 месяца назад

    Istarted 3d scanning and noticed when i import the mesh from the scan, its HUGE... way out of proportion. is there anyway to import a mesh accurately?

  • @RodrigoKuo1
    @RodrigoKuo1 Год 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  Год 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

  • @zblender6946
    @zblender6946 3 месяца назад

    Thanks you nikita❤

  • @sqwert654
    @sqwert654 Год 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.

  • @MrEbawu
    @MrEbawu 2 месяца назад

    Was it made with surface modeling or booleans?

  • @DirkTeucher
    @DirkTeucher Год назад +1

    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 10 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.

  • @creature1620
    @creature1620 9 месяцев 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  9 месяцев назад

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

  • @jan_sieber
    @jan_sieber Год назад

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

    • @nikita.kapustin
      @nikita.kapustin  Год назад +1

      Definitely

    • @jan_sieber
      @jan_sieber Год 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  Год назад

      @@jan_sieber 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.

  • @wildguardian
    @wildguardian 9 месяцев 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..

  • @eugeneweb5969
    @eugeneweb5969 Год назад

    лукинг гуд

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 3 месяца назад +2

    Ngons do NOT render properly in ANY renderer. This is really not a good idea...

  • @autmi
    @autmi 2 месяца назад

    ахахахах, английский зе бест)))

    • @artegoser
      @artegoser 6 дней назад

      Звучит будто не русский

  • @АВ-м1р
    @АВ-м1р 6 месяцев назад +1

    Капустин, говори по русски))