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Phil Procario Jr
United States
เข้าร่วมเมื่อ 27 มิ.ย. 2014
Looking to bring your digital designs to life? Get ready to unleash your inner creativity and transform your ideas into tangible realities! This channel has got you covered with all the tools and tips you need for an unforgettable design experience. Let's get started!
Converting a Sub D model into a G2 CAD model1
In this video, I will show you 2 ways to convert a Sub-D model into a G2 CAD model. One uses Fusion and the other uses a plug-in for Blender called Export IGES found here: dsculptor.gumroad.com/l/exportiges
มุมมอง: 58
วีดีโอ
How to Create a Custom Profile Spring in Plasticity
มุมมอง 1092 ชั่วโมงที่ผ่านมา
In this video, I will show you how to create a custom spring profile in Plasticity 3D.
Place Command in Plasticity1
มุมมอง 12219 ชั่วโมงที่ผ่านมา
In this short video, I will show you how to use the place command to place an object along a path with the correct orientation.
Single Span Surface in Plasticity
มุมมอง 61421 วันที่ผ่านมา
In this video, I will show you an easy way to create a single-span surface in Plasticity.
How to Create Single Span Curves in Plasticity
มุมมอง 28321 วันที่ผ่านมา
In this video, I will show you how to create single-span curves in Plasticity.
Plasticity to OBJ Settings3
มุมมอง 1.3K28 วันที่ผ่านมา
In this video, we will examine another type of geometry for export to Blender and discuss what to look for so you can easily unwrap your model for texturing.
Degree123456 control point curves for the artist.
มุมมอง 85428 วันที่ผ่านมา
This video gives a basic understanding of the degree of your control point curves without all the math and technical explanations.
Draft Faces Tool in Plasticity1
มุมมอง 554หลายเดือนก่อน
In this short video, I will show you how the draft faces tool works in Plasticity.
Construction Planes in a custom direction
มุมมอง 234หลายเดือนก่อน
In this short video, I will show you how to set up a construction plane in a custom direction.
Sweep Tool in Plasticity1
มุมมอง 563หลายเดือนก่อน
In this short video, I will show you how to use the sweep tool to create molding around a wall. I will also discuss a problem you might encounter and a solution.
Plasticity to OBJ Settings2
มุมมอง 3.4Kหลายเดือนก่อน
In this video, we will explore all the settings and explain how to export obj files from Plasticity.
2 Ways to Create Panel Line Details in Plasticity1
มุมมอง 1.5Kหลายเดือนก่อน
In this video, I will demonstrate two methods for adding panel line details in Plasticity.
2 Ways to Offset a Shape in Plasticity1
มุมมอง 307หลายเดือนก่อน
In this video, I will show you how to offset shapes or faces in Plasticity.
Cropping Images With Affinity Photo Using Guides1
มุมมอง 221หลายเดือนก่อน
In this tutorial, I will demonstrate how you can use guides in Affinity Photo to precisely crop your images and prepare them for use in your modeling app.
Setting up the Grid and Units in Plasticity
มุมมอง 4152 หลายเดือนก่อน
Setting up the Grid and Units in Plasticity
Video26 Making a 3d printable model of Godzilla
มุมมอง 1532 หลายเดือนก่อน
Video26 Making a 3d printable model of Godzilla
Project1 Part72 How to Prep a Game Model for 3D Printing Using Topogun and Blender
มุมมอง 462 หลายเดือนก่อน
Project1 Part72 How to Prep a Game Model for 3D Printing Using Topogun and Blender
Video25 Making a 3d printable model of Godzilla
มุมมอง 742 หลายเดือนก่อน
Video25 Making a 3d printable model of Godzilla
Video24 Making a 3d printable model of Godzilla
มุมมอง 502 หลายเดือนก่อน
Video24 Making a 3d printable model of Godzilla
Video23 Making a 3d printable model of Godzilla
มุมมอง 442 หลายเดือนก่อน
Video23 Making a 3d printable model of Godzilla
Video22 Making a 3d printable model of Godzilla
มุมมอง 452 หลายเดือนก่อน
Video22 Making a 3d printable model of Godzilla
Video21 Making a 3d printable model of Godzilla
มุมมอง 6132 หลายเดือนก่อน
Video21 Making a 3d printable model of Godzilla
Very interesting. I didn't know about the Imprint body to body command. Thank you for the walk-through.
You're welcome; thanks for watching.
The "imprint body body" command was very helpful. Thanks.
Glad you found it helpful; thanks for watching.
thank
You're welcome; thank you for watching.
thank you Great Tip
You're welcome; glad you found it useful, and thank you for watching.
Great tip. Thanks!
Your welcome. Thanks for watching.
can you adjust and undo the boolean?
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.
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!
@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/
Thanks for this cool tutorial!
My pleasure; thanks for watching!
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.
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.
@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.
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.
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.
@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.
Thanks for this video. I'd never really understood the usefulness of this tool before.
@stupidity_incarnate Thanks for watching!
Thanks bro
My pleasure; thanks for watching.
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!
@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!
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! ❤
Thank you for watching! It's nice to know people are finding my videos useful!
Very helpful, thank you.
You're welcome, I'm glad it helped.
Thank you sir. New subscriber here 😊
You're welcome. Thank you for the sub!
Awesome! please make a "single span" tutorial :D
@JoseMendoza-mc8ic I just uploaded the first video on single-span curves and hope to make one on single-span surfaces soon.
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
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
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.
got it ty~
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.
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.
I'm happy with the export results I am getting.
Thank you!!!
You're welcome! Good to hear it's helpful.
@@philprocariojr3563 very helpful!
Thanks, it's helpful !
Glad it helped!
Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)
Yes, look for GrimMoroe
awsome! what is the difference between "raise degree" and "subdivide" command for a curve in Plasticity?
@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.
@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.
@@philprocariojr3563 I get it now. Thank you very much!
@@philprocariojr3563 By this I assume it would then be best to use the raise degree command for smooth surfacing? Great video by the way
@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)
Great video, very helpful. Thanks! Curious about "degree 2, 3, etc" videos.
@dbmd_uk th-cam.com/video/t-f86zb-4_g/w-d-xo.html I made this video to help describe what they are and how and when to use them. More will come later.
I follow this.. Draw the line, use project curve then make it pipe, then select the target body and use pipe as boolean. Magic.
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
@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.
@@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
@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.
@@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
@iKaGe01 Do you have a link with pics of the model you are working on?
Thank you for this. :) This is really helpful.
@Contactbps I'm glad you found it helpful.
A quick note: the min-width will prevent some of your changes from taking effect: if you lower tolerances that demands edges to be below the min-width, the min-width will override it
Indeed, it will. Thanks for bringing that up!
Great explanation on how the offset tool works! As an alternative to "extend curve", I tend to just use the scale option (specifically uniform scale) if I don't need to be precise.
That's a good point, and it is quite a bit faster. Thank you for pointing that out.
While using the Offset function, you can also make BOTH interior and exterior curves at the same time by hitting Tab. Also, instead of using Trim to do cleanup, if your interlapping lines create a closed shape you can just select the interior blue shape/face (as if you were going to extrude it) and hit Shift+D. It'll automatically make a new closed curve based on the borders. Super handy for quickly getting a clean curve.
Is it not possible to select a point and move it along its axis or its normal, if you want to extend a line?
@overseastom You make a lot of good points. Thanks for sharing. I initially thought about adding info like this to the video, but the data shows that most people don't watch past a few min, so I was going to separate it into multiple videos.
@MrKayoed Yes, it is, and that works great for straight lines. However, it's not a good way to lengthen a curve, which is why I showed it in this video this way. I plan to make some other videos diving deeper into this subject. Thanks for commenting.
Informative video, but you fail to mention how you got the reference photo into Plasticity in the first place. That would have been very helpful for a newbie. 🙂
@RBourn9 Thanks for the comment. I did tell how I got the image into Plasticity. I said all you need to do is drag your image over the viewport and let go, and it will be placed into Plasticity.
@@philprocariojr3563 Thanks for the reply, I guess I missed that part.
I was looking for this, Thank you, subbed. Also could you please tell me how did you come up with that number 0.0001 and 0.001
@Contactbps That setting is completely dependent on the size of your model. In my case, the model is pretty small since it is for a miniature, so other people's settings could be different. Hopefully, over the weekend, I will make a more in-depth video about the settings, which should explain everything better. Thank you for the sub and the comment; I appreciate it.
@@philprocariojr3563 are you available on linkedin?
@Contactbps Yes, I am, although I must be honest, I don't check it as much as I should.
@Contactbps-I managed to get your video done and posted. I've taken an in-depth look at the settings. I hope it will help you out.
@@philprocariojr3563 Thanks a ton, i ll check it out right away! :)
Just give the pipe a square profile! It doesn’t have to be round.
You are correct, but as I told lew6598, I prefer more control over my width and depth. Another reason I don't use that method is that I like to leave behind a sketch reference in case I need it later for other operations. Thanks for leaving a comment.
Does it have the square feature at this moment?
@@whitardesigns7572 Yes.
Nice. You can also use the line to make a pipe which has 4 verts and use an angle of 45 degrees ie a square section, which gives a similar result as the second method when booled.
Yes, you are right. I prefer not to use that method because I like having control over the width and depth of the panel lines. Additionally, it's important to be cautious of twist errors that can occur on curved surfaces at an angle - something I did not demonstrate in this video. Thanks for leaving a comment.
very good! nice job
Thank you! Cheers!
😲❤️🩹
❤❤
i would put it just flat on the surface. it would have printed perfectly. no visible support marks.
I tried it before, but it didn't fit with other tiles due to dimensional issues. Also I have found that when resin printing flat the suction pulls the part off the build plate and ruins the print.
@@philprocariojr3563 you can use the flexi plates from wham bam. You can score them with sandpaper and than rise the bottom layer exposure (a lot) so the resin grips to the plate. No suction issues there. The prints just pop off the plate after washing them in iso-alco.
since I have no longer put flats on the build plate I have never had a print failure. also I found cylinders print better too.
@criticaltracetheory I print many things that must be dimensionally accurate, so I don't do it. I found that when I print with a flat on the build plate, it warps the part slightly, and my parts will not fit together. I do like the idea of a magnetic build plate, though, for popping off the prints when they are done.
@@philprocariojr3563 I had a magnetic build plate for the Ellegoo Mars. Same thing applies. Always support the part away from the build plate. That and keeping the resin proper warm.
can you please make a tutorial about how to make 3d model using image reference?
@WARNER335 Sure, what program would you like to see it made in?
@@philprocariojr3563 wdym you mastered all softwares 😳👑 Btw if you make it on blender then it's really helpful to me.
@Warner335 I have been modeling for 40 years, so I have experience with Maya, Blender, Silo, Plasticity, ZW3D, 3D Coat, Zbrush, Lightwave 3D, Solidworks, & Fusion 360. So a bunch but not all. Do you want it on hard surface or something organic?
@@philprocariojr3563that's insane sir, so now you have so many experience with all different types softwares, can you suggest me which software is better for creating 3d model? I mean I can switch to whatever you suggest me "what I mean by better is which software is easy to use for creating 3d model? And if there is no difference then please go ahead sir, I want an organic modeling! ❤️🩹
@@philprocariojr3563btw I shared your channel with all my friends you are doing great job ❤️🩹🗿
Great video! I found it useful! What are those models for?
Thank you for watching! I'm glad they helped. The models are game tiles for a Tabletop/Strategy/RPG I am developing.
Super low polygons for printing? Godzilla without teeth and or back scales? From a source like a game...Hmmm...
I wanted to show how to go from a low polygon to a very high-resolution step by step. In the first set of video's, he had scales and teeth. In later videos, he will have teeth, scales, and other details. All of that will come in the sculpting phase. There are currently 71 videos in this series.
@@philprocariojr3563 Still...you ripped it. Why not start with the ball...?
Because a friend asked for me to do it this way, no other reason really.
Super cool work
Thank you! Cheers!
Thanks for sharing these helpful tips! The topology is impressively well-crafted.
My pleasure, and thank you for the kind words!
Thank you Phil, I understand many things in this moment thanks to you. I apreciate the way you do the comments. Greetings from Bogotá, Colombia!
@macropsialberto Your welcome! I'm glad that my videos are helping you.
can you give this project?
@user-ig5gy4dq2f You mean the model or the project files (IE source materials)?
@@philprocariojr3563 yes!!!!!
Sorry I didn't see this, but I will probably release the files when it all done. As far as the source files I used you can download them now.
7:38 you can use edge crease maybe
@samuunn That would work, but since the model is going to be sculpted after all the blocking in is done we don't need to use that in this case. Thanks for watching and giving feedback!
Run! It´s Godzilla! Good Luck with it👍👍 Already looking great🔥🔥
I figured it would be a good project for someone wanting more out of their 3d printer. Thanks for the kind words!
Your welcome, but just in advance, although i´m not a proffesional, caring much about your topoligy won´t be that important, i say that because most of the 3d printer meshes you can download have especially high poly count, which is probably so that it´s better for the printer to calculate. So in summary careing for topoligy wouldd make more sense in animation, but not in 3d printing (at least that´s what i guess from all those dense 3d Printer Meshes)@@philprocariojr3563
Sorry for the late reply, somehow I missed this comment. I agree about topology as far as static 3d prints go, but I plan to add a skeleton to this mesh and pose it so I need good topology for deformation. I also plan to do an animation with the model later so it is more of a dual purpose model.