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?
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
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.
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.
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 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
@@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.
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..
Thanks. This has been my biggest issue with Rhino
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?
@Nikita Kapustin The new of Guru Plasticity😁😁
Name change to "Plasticity Guru" incoming 😁
Pixel Fondue посмотрите
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?
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?
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
Thanks you nikita❤
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.
Was it made with surface modeling or booleans?
mostly surface modeling
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.
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.
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?
Yes, its possible but not in Plasticity currently.
I am using Moi3D for the conversion. Blender has an addon as well
I guess for a good quality movie production quad mesh, manual retopology is a must?
Definitely
@@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
@@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.
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..
лукинг гуд
Ngons do NOT render properly in ANY renderer. This is really not a good idea...
ахахахах, английский зе бест)))
Звучит будто не русский
Капустин, говори по русски))