Thanks found it helpful. I can see we still will need to get the UVs right inside the blender, like u said... ❤❤
@philprocariojr35637 күн бұрын
I'm glad it was helpful. Yes, depending on your use case, UV will need to be done. Thanks for watching.
@stevenchilders27214 күн бұрын
Love robotech
@philprocariojr356312 күн бұрын
@stevenchilders272 Great series, one of my favorites. Thanks for watching.
@Halllbert14 күн бұрын
Nice work with details.
@philprocariojr356312 күн бұрын
@Halllbert Thanks for the reply, and thanks for watching.
@Hitsujioyaji14 күн бұрын
Phil I too use Plasticity primarily for printing. Which;ringer do you use? Your tutorials are awesome by the way.
@philprocariojr356314 күн бұрын
@Hitsujioyaji I have 2 Halot Mage Pro 8k printers and a K1 Max. Thanks for watching!
@modelenginerding699615 күн бұрын
I think it's funny, I was modeling the same veritech in Plasticity. Would have been nice to have had these blueprints 😅.
@philprocariojr356315 күн бұрын
@modelenginerding6996 I picked up the model kit from the hobby store for the model sheets. The kit is way smaller than I want, so I am printing one at a much larger scale. The ones online are very low resolution, so I understand what you're saying. I scanned the sheets at 600 dpi, which came out very clear & clean.
@modelenginerding699615 күн бұрын
@@philprocariojr3563 Very cool. That's a great idea. I'm loving Plasticity for those kinds of projects.
@philprocariojr356315 күн бұрын
@modelenginerding6996 It's incredible how quickly you can model things in Plasticity compared to other CAD apps. It has been a handy tool for model-making.
@damianrix786121 күн бұрын
Thank you!
@philprocariojr356320 күн бұрын
My pleasure; thanks for watching!
@yakusa_3dart26 күн бұрын
Thanks, I suscribe this channel
@philprocariojr356325 күн бұрын
@pixerone8106 Thanks for watching and the sub.
@esslinger7426 күн бұрын
great tutorial !! thank you
@philprocariojr356325 күн бұрын
@esslinger74 Thanks for watching and taking the time to reply.
@andriangontsa7139Ай бұрын
Thank's man!!!
@philprocariojr356325 күн бұрын
@andriangontsa7139 My pleasure! Thanks for watching!
@georgeluna6217Ай бұрын
9:35 Have you ever tried the Quad Remesher plugin to see how it affects the model after importing this to Blender? Many thnx!!
@philprocariojr3563Ай бұрын
@georgegeluna6217 I was trying this the other day. I ran a bunch of parts through the Quad Remesher plugin and found that the results depend on the complexity of the geometry. The more complex the model, the more polygons it took to get a usable mesh. I couldn't get the polygon count down where I wanted it on the complex parts. Once I figure out the best settings, I plan to make a video on the results. Thanks for watching!
@shokk1967Ай бұрын
Thanks for this 😁
@philprocariojr3563Ай бұрын
You're welcome: thanks for watching.
@BrocknoviatchАй бұрын
Can you match the draft angle of another face?
@philprocariojr3563Ай бұрын
@Brocknoviatch Not sure exactly what you mean since there are many different instances of this. As far as I know no. In some cases you could use the match face command.
@alienmorfАй бұрын
Hey, thanks for you video. Just one question I have - where I can get info about G1 G2 etc continuity? ;)
@philprocariojr3563Ай бұрын
@alienmorf www.aliasworkbench.com/ Thanks for watching.
@hchattawayАй бұрын
I just did something like this on a model i'm doing... How come on the model in the video, there are no other instances of that duplicated object in the outliner?
@philprocariojr3563Ай бұрын
@hchattaway That's how it works when you use the place command. If it created pieces rather than just cutting away, such as nuts or bolts, they would appear in the outliner. So, essentially, it cuts the feature away and leaves a single solid object.
@ennisyuiАй бұрын
Nice video. I'm just wondering is the cutter just few pieces of sheets or it is a solid? Or does it even matter? Thanks in advance.
@philprocariojr3563Ай бұрын
@ennisyui The cutter is just a simple solid that encompasses the feature. It does matter, but the method you use needs to match the piece you're putting in it and whether or not you want them separate or as a water-tight single piece.
@dietmarreiss9248Ай бұрын
Just Wow. This Tip is changing my workflow.Thx a lot.
@philprocariojr3563Ай бұрын
@dietmarreiss9248 It is good to hear that you found it useful. I am glad it helped.
@DmitriSkifАй бұрын
How did you perform "Move and align to surface" action at the beginning?
@philprocariojr3563Ай бұрын
@DmitriSkif I hit Ctrl-D.
@Adam-LevyАй бұрын
Sad that without history this is destructive operation
@philprocariojr3563Ай бұрын
@Adam-Levy I completely agree. I have seen that they plan to add history at some point in the future, but I am not sure when. My other CAD system has a history; to be fair, it also comes with its own set of issues. The only way I have ever seen history done where it is not a nightmare is when it is done as a node setup rather than a tree. So, I hope that when they add history, it will be in a node form. Otherwise, history will add a lot of complexity and force you to spend a massive amount of time on design intent. That would make the conception phase of Plasticity slow and non-intuitive. Right now, I just group all my construction elements and hide them so that it is pretty fast and simple if I need to make changes. It is not perfect but it works. Thanks for watching.
@dsngjoe2Ай бұрын
Just trying out the program but ran to an odd issue. Everytime I adjust to MM, the grid disappears. When I move back to inches it reappears. Anyone seen this before?
@philprocariojr3563Ай бұрын
@dsngjoe2 Did you change your Grid size and accent lines? Also, you could try Ctrl-Shift-R a couple of times. I have not heard of this, but you might want to file a bug report.
@jamesswartz2203Ай бұрын
I am having the same problem.
@philprocariojr3563Ай бұрын
@dsngjoe2 @jamesswartz2203 Try hitting the number 3 on your Numpad and see if the grid shows up.
@AnthonyHayesAbyssartsStudioАй бұрын
I wish there was a shelf for the tools like Maya
@philprocariojr3563Ай бұрын
@AnthonyHayesAbyssartsStudio I used to think that way, but if you learn the shortcuts or set up your own, I don't think you will miss the shelf.
@JoshuaMerrill042Ай бұрын
Very interesting. I didn't know about the Imprint body to body command. Thank you for the walk-through.
@philprocariojr3563Ай бұрын
You're welcome; thanks for watching.
@2danshepherdАй бұрын
The "imprint body body" command was very helpful. Thanks.
@philprocariojr3563Ай бұрын
Glad you found it helpful; thanks for watching.
@user-kb2qz3gj6kАй бұрын
thank
@philprocariojr3563Ай бұрын
You're welcome; thank you for watching.
@MexaGfxАй бұрын
thank you Great Tip
@philprocariojr3563Ай бұрын
You're welcome; glad you found it useful, and thank you for watching.
@ytsktАй бұрын
Great tip. Thanks!
@philprocariojr3563Ай бұрын
Your welcome. Thanks for watching.
@SpacedewelopeАй бұрын
can you adjust and undo the boolean?
@philprocariojr3563Ай бұрын
Not sure I understand. You can adjust and undo the boolean, but there is currently no history, so you would have to hit ctrl+z to undo and re-adjust.
@pranavtyagiofficial2 ай бұрын
Hello , Just wanted to thank you for making these videos but i am a newbie in surface modeling and i am having a hard time in understanding what a span and degree means , i know from your previous video that 4 point curve is 3 degree and also that a single span gives a smooth surface but why are we making these in the first place and what are they used for ? Can you please make a video on this ? Thank you very much!
@philprocariojr35632 ай бұрын
@pranavtyagofficial Thanks for watching. I plan to make a bunch more videos covering this subject. They take a lot of time to make, so I can't tell you how fast I will be able to post them. Another issue I have right now is we lack the analysis tools in Plasticity, for example the curvature comb. Without these tools it is had to show a lot of things. Take a look at this page, as it has a lot of valuable information. www.aliasworkbench.com/theoryBuilders/TB2_nurbs2.htm www.aliasworkbench.com/
@JacksSpaceGames2 ай бұрын
Thanks for this cool tutorial!
@philprocariojr35632 ай бұрын
My pleasure; thanks for watching!
@hatac2 ай бұрын
There is a third way if you use the off set of method 1 and then just move the lines individually you can get your precise distances.
@kingcognito2 ай бұрын
Thanks for the video. One thing it clearly shows is how much work Plasticity’s exporter still needs. Not saying one can’t get anything usable out of it, but if you need or want even somewhat clean and optimized topology, it’s going to take a lot of clean up. Ngons are hiding (not fixing) some of the issues, but even there you can see how many poor choices the algorithm is making with edge connections, all those discontinued edges creating unnecessary triangles and lacking control over local detail. Not to even mention those higher degree surfaces. As a workaround, in some cases you can/need to export a highpoly and rework the topology using automated and/or manual tools in f.ex. ZBrush or 3DCoat.
@philprocariojr35632 ай бұрын
@kingcognito Thanks for watching. I agree that, depending on your individual use case, you may need to rework the topology in some cases. If I were going to use models in a video game, I would probably rework them, but I usually make actual real-world physical models from my designs, so in my case, I don't need to. My main focus right now is to show people how to work with the tools in their current state of development.
@marsmotion2 ай бұрын
game models have to be much lower res than most of whats happening here. i can use techniques in blender to get the high and low at the same time, see chamfer zone's revolver tutorial. technique outlined there. i love plast but the amt of cleanup for game assets is kind of alot of work still at this point. also ngons kind of hide the geo your really gonna get. makes it much harder to asses whats really going on. ngon is just hiding polys from view it still makes them.
@kingcognito2 ай бұрын
I agree with the ngons and the amount of clean up required. Disagree about the game models needing to be much lower res - unless we’re talking about mobile. Most other platforms can handle polygons just fine and there is no need for jagged visible polyedges in modern games. In fact, it’s often sensible to save time and move to the next asset, rather than optimize everything down to their last vertices and/or go with few more polygons to avoid those long thin triangles that can clog up the shader pipeline.
@philprocariojr35632 ай бұрын
@marsmotion You are correct, Plasticity is not a good fit for everyone. I always tell people to use whatever tools they are comfortable with. At the end of the day, it's the results that matter, not the tool you get there with. I also try not to tell people how things should be done because it's different for each person. At the end of the day people should just be creating great things and having fun doing it.
@stupidity_incarnate2 ай бұрын
Thanks for this video. I'd never really understood the usefulness of this tool before.
@philprocariojr35632 ай бұрын
@stupidity_incarnate Thanks for watching!
@user-kb2qz3gj6k2 ай бұрын
Thanks bro
@philprocariojr35632 ай бұрын
My pleasure; thanks for watching.
@jameshakola36032 ай бұрын
I like that you're making some Macross stuff-- good use of the app! A third panel line method is to create a new body by cutting the object along the intended panel line, then chamfer each side of the two edges that meet. This gives a v-shaped scribe line... which is sometimes nice. It's little more crisp than the rounded channel, but a tad more subtle than the rectangular one. I also like that if I'm going to print and mold the part, the mold will probably not catch air bubbles, or tear quite as soon at a V-shaped scribe line. Depending on the depth and scale of course. But all three I would find useful, for sure. Cheers for the cool video!
@philprocariojr35632 ай бұрын
@jameshakola3603 Thank you for the feedback! I'm a big Macross fan, for sure. It's something else I grew up on. I just finished the gun, and I am working on the VF-OS now so I can make a custom 4' tall version with my spin on the design. I like the idea of using a V-shaped scribe line. I had planned on doing a video of a few other methods as well, maybe I can add that method to the video. Thank you for the sub and for helping me grow the channel!
@julia_aman2 ай бұрын
Thank you VERY MUCH for your videos! They are extremely important and helpful for people who came from polygonal modeling and is trying to figure out it all! ❤
@philprocariojr35632 ай бұрын
Thank you for watching! It's nice to know people are finding my videos useful!
@modelenginerding69962 ай бұрын
Very helpful, thank you.
@philprocariojr35632 ай бұрын
You're welcome, I'm glad it helped.
@Fasimedes2 ай бұрын
Thank you sir. New subscriber here 😊
@philprocariojr35632 ай бұрын
You're welcome. Thank you for the sub!
@Fasimedes2 ай бұрын
Awesome! please make a "single span" tutorial :D
@philprocariojr35632 ай бұрын
@JoseMendoza-mc8ic I just uploaded the first video on single-span curves and hope to make one on single-span surfaces soon.
@nickkallen12 ай бұрын
I recommend that you start with face angle tolerance = edge angle tolerance face plane tolerance = edge plane tolerance This will give you SLIGHTLY better edge flow on a model like this
@lunch75532 ай бұрын
very useful, was wondering if you can use ngons in substance painter or UE5, I have never used ngons before as I always model in quads
@philprocariojr35632 ай бұрын
Once you get your UV mapping done, all you have to do is triangulate your mesh. That way, no matter what you're sending your model to, it will not matter.
@lunch75532 ай бұрын
got it ty~
@gabrielegagliardi39562 ай бұрын
Iif you triangulate your ngon mesh it may happen that some bevels will go crazy, i usually go in edit mode > select all > Ctrl Shif T (this command triangulate the mesh destructively and gives you a preciew of what the triangulste modifier will do) > ctrl Z to delete the triangulation (i just needed it to see what will happen in the future). if you have no bevels the object will be good 99% of the time even with ngons, if you have a 3 or 1 segments bevels be ready to do some type of manual triangulation in order to avoid sahding errors. In general ngons modelling is preferable for game assets with a lower tris count, it's a standard procedure to use ngons in modelling, uv mapping will be harder and sometimes manual triangulation gives you an headache.
@Grom842 ай бұрын
imo it's better to add filets and bevels inside main 3d modeling app rather than fiddle with exporter settings, it'll never get those round corners right.
@philprocariojr35632 ай бұрын
I'm happy with the export results I am getting.
@JacksSpaceGames2 ай бұрын
Thank you!!!
@philprocariojr35632 ай бұрын
You're welcome! Good to hear it's helpful.
@JacksSpaceGames2 ай бұрын
@@philprocariojr3563 very helpful!
@chokichoka2 ай бұрын
Thanks, it's helpful !
@philprocariojr35632 ай бұрын
Glad it helped!
@Contactbps2 ай бұрын
Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)
@philprocariojr35632 ай бұрын
Yes, look for GrimMoroe
@MatheooPL2 ай бұрын
awsome! what is the difference between "raise degree" and "subdivide" command for a curve in Plasticity?
@philprocariojr35632 ай бұрын
@MatheooPL I'm not sure about the technical difference. When testing both, you will notice that they raise the degree by 1, but they do it differently, and I'm not sure exactly what that is. I'm getting an answer to this question now, though, and I will let you know what I find out.
@philprocariojr35632 ай бұрын
@MatheooPL Nick Kallen got back to me on this. Raise degree does exactly what it says and subdivide adds spans. Spans - sub sections of the curve. Higher degree curves will have fewer spans (for a given number of CVs) and a greater degree of smoothness between spans.
@MatheooPL2 ай бұрын
@@philprocariojr3563 I get it now. Thank you very much!
@baril3d2 ай бұрын
@@philprocariojr3563 By this I assume it would then be best to use the raise degree command for smooth surfacing? Great video by the way
@philprocariojr35632 ай бұрын
@baril3d Actually, the degree of the surface is not what determines its smoothness. Higher degrees just allow for tighter bends in the surface. (More curvature)
@dbmd_uk2 ай бұрын
Great video, very helpful. Thanks! Curious about "degree 2, 3, etc" videos.
@philprocariojr35632 ай бұрын
@dbmd_uk kzfaq.info/get/bejne/qpOWa5mrx5OYj5s.html I made this video to help describe what they are and how and when to use them. More will come later.
@fantasyuniverse49883 ай бұрын
I follow this.. Draw the line, use project curve then make it pipe, then select the target body and use pipe as boolean. Magic.
@iKaGe013 ай бұрын
I find the settings hard because ive spent all that time making a perfectly smooth model for rendering but can't properly UV the result so feel I have to downgrade the model but worry I'll then lose curved detail and get facetting etc
@philprocariojr35633 ай бұрын
@iKaGe01 That's why you should export two models, one very high resolution and one lower resolution that is easy to UV map. Then, you can bake the high-resolution details to the lower-resolution model and not have that issue. At some point, I plan to create some tutorials on that subject. Maybe I can get some time this weekend to do one.
@iKaGe013 ай бұрын
@@philprocariojr3563 That is still emulating detail though so will hamper close-ups etc unless it really is that good that the model will hold up to scrutiny even when done this way. Already use for example a bevel shader to add fillets on very sharp edges which does work
@philprocariojr35633 ай бұрын
@iKaGe01 You said it is emulating detail, and although that is true, don't forget that in DCC apps like Blender, you have displacement maps, which will add physical details back at render time. A lot of people underestimate the power of displacement maps.
@iKaGe013 ай бұрын
@@philprocariojr3563 Thanks for the replies. Would love a video about something along of that as I'm scared of doing all this CAD model to then have to downgrade for texturing. I've had some success with UVs with the high poly set to 1 but it has took a long while. Also the plasticity importer allows for selecting via island name which has made it a bit easier, even if with no seams, it seems to separate the model and you have to pin sections
@philprocariojr35633 ай бұрын
@iKaGe01 Do you have a link with pics of the model you are working on?