Exporting meshes (triangles, ngons, etc.) from plasticity

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  • เผยแพร่เมื่อ 5 มี.ค. 2023
  • Plasticity’s OBJ exporter has gotten better and better. Now you can export very high quality trangular/ngon meshes. The purpose of this video is to show off the kind of quality you can expect and how to use some of the more advanced settings
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ความคิดเห็น • 99

  • @RunTheTape
    @RunTheTape ปีที่แล้ว +37

    This is the most important feature of the whole project I believe, as when you're targeting 3D artists, a lot of the time these artists are going to want to use the final mesh in another app for rendering, animation and thus texturing. Texturing requires UVs and UVs are HARD when your topology is a mess. Please take real good care of this feature onwards!

  • @nahashammon1081
    @nahashammon1081 ปีที่แล้ว +12

    finally someone worrying about the game ready capabilities of CADs, thats a big thing man ! may whatever comes your way be great

  • @StudioPetrikas
    @StudioPetrikas ปีที่แล้ว +13

    Wow. Ngons export was the only thing that made me think that MoI will continue to be unbeatable when it comes to utility.
    Very happy with this development and excited to see it in the flesh. Bravo!

  • @FesterThanLight
    @FesterThanLight ปีที่แล้ว +5

    We already have tools for CAD modeling.
    What is missing is a tool that helps us with the UVs and the topology of these exports: it is crucial for you to focus on what happens after the actual CAD modeling.
    A couple of obvious suggestion would be: Auto UV seams placement, built-in topology algorithm that uses the additional information of the CAD model to create a better retopology.
    I also suggest you go further in the pipeline when doing your exercises and take your models to Blender and Substance painter to observe what problems artists face handling this geometry.
    I know it will be difficult but you yourself said you wanted to create a tool for artists! you are our only hope!!

  • @curiousity271
    @curiousity271 11 หลายเดือนก่อน

    Thanks for sharing this. I could see the potential of what we can create and save time immensely with Plasticity. Thanks again for sharing to describe them all very well. ❤❤❤👌👌👌

  • @zozoolaroxmusic
    @zozoolaroxmusic 2 หลายเดือนก่อน

    Aww found it. Sorry! Appreciate ur work. Incredible and powerful tool, boss!

  • @donotcopydobetter1023
    @donotcopydobetter1023 ปีที่แล้ว +3

    Nick, the video is not boring at all for people coming from Fusion 360 and trying to understand to Topology behind all this for Rendering e.g. in Blender.
    I can only agree to Digital Moon and Studio Petrikas. Wow, Ngons and control are great quality in Plasticity. MoI is doing a pretty good job, but Plasticity is really accurate and has a much better control on the difference in details. Great job. Respect

  • @JoshuaMerrill042
    @JoshuaMerrill042 ปีที่แล้ว +2

    Thank you for explaining this, and I can't tell you how much I love having this level of control with my mesh exports!

  • @SuperSuperka
    @SuperSuperka ปีที่แล้ว +1

    Thank you, interesting tool! My only note -I would be happy to have IGES export in indie-version, as IGES is natively recognised by 3dsMax with tesselation on rendering stage.

  • @jezzmoto
    @jezzmoto ปีที่แล้ว

    So excited for you to release. I love your methodical approach to the development of this amazing tool 🙂

  • @cgs5428
    @cgs5428 ปีที่แล้ว +1

    I haven't finished watching the video but I know it is glorious! :)

  • @shawnastrom
    @shawnastrom ปีที่แล้ว +1

    Ngons = Magic! This is great Nick!

  • @AndrewMZcroft
    @AndrewMZcroft ปีที่แล้ว +6

    Please incluye an option to importa and convert meses from other programas like 3ds max, etc, Arrimus 3d did a course and teach to use plasticity but he has to use as a bridge moi 3d to bring back and forward meses between plasticity and max

  • @ednelson7721
    @ednelson7721 ปีที่แล้ว

    I am lovin' me some Plasticity! New units system is very helpful. Thanks so much.

  • @modelenginerding6996
    @modelenginerding6996 ปีที่แล้ว

    Love the density slider. Easy peasy.

  • @MetalGearMk3
    @MetalGearMk3 ปีที่แล้ว +1

    Nice, Density slider makes it more friendly like moi3d! Great video I finally visually understand the settings now!

  • @Bluenoser71170
    @Bluenoser71170 5 หลายเดือนก่อน

    When quad-mesh export is dialed in, I'll purchase. With messy geometry it's mostly a curiosity right now. Looks promising though. Keep up the good work.

  • @asd-fw7yb
    @asd-fw7yb 9 หลายเดือนก่อน

    Hi Nik - Plasticity is a great program! But it lacks a few things: 1 - The solid mesh view is toggled on and off with a single keystroke. (Very important!), 2 - Cooperation with 3D SPACE MOUSE, 3 - The view cube should be bigger and not so small (e.g. with 4K Monitors) there may be a choice in the settings (small, medium and large), 4 - if you select any model in the main view (solid, plane or line), it is not selected on the left side of the model list (the opposite can be done, but you have to look for it). These are the 4 most important changes needed in this great program....there are still more things to change but these are the most important. if this is changed it will be the #1 CAD program in the world like Sketchup, Spark Design or Blender. Kind regards from Austria.

  • @kenw8875
    @kenw8875 ปีที่แล้ว

    Ngons rock. We are BlenderBros trained and do not fear ngons, rather we wield them with a quiver of add-on tools to cleanly morph the mesh and control shading. Quad boys…”don’t fear the reaper.” Keep Hammering Nick!!

    • @kenw8875
      @kenw8875 ปีที่แล้ว

      @ZEJ don't be so hard on yourself. one day you will see The Way. now run along and chase your quad boys.

  • @Piotr_Czarnowski
    @Piotr_Czarnowski ปีที่แล้ว +1

    i SAW a STEP FILE FORMAT, love you :D Cant wait for final release XD

  • @david_airapetiann
    @david_airapetiann ปีที่แล้ว

    Thank you so much🥰
    Waiting so much for release!)

  • @vitamincpp
    @vitamincpp ปีที่แล้ว

    One word... Awesome!!! No brainer for hard surface designs. IMHO CIG also should use this workflow for their ships. It really would help to also display some stats like poly count when exporting. ;-)

  • @hatac
    @hatac ปีที่แล้ว

    Very useful. Its got me thinking about organic modeling. Normally that's done with sculpting and then retopology. Its a lot of work. If you could pin a curve onto a mesh adding vertices where it crosses exiting lines, basically a knife tool, but with a parallel line one side you get a sculpt/ retopology emulation. The limits you show could do the rest. Building out from a bone chain is an option most others don't use but it looks like you could do this.

  • @ragingroosevelt
    @ragingroosevelt ปีที่แล้ว +3

    Do you expect to have STL/3MF export as well? Plasticity looks pretty fantastic for cosplay modeling and a lot of that stuff gets exported to 3D print files. Technically STEP is sufficient in some cases but STL or 3MF would be a lot more versatile.
    Anyhow, Plasticity looks really awesome from what I've seen in your videos.

  • @benjamhar
    @benjamhar ปีที่แล้ว +1

    cant wait for the release this is very cool

  • @3pcgi959
    @3pcgi959 ปีที่แล้ว

    Fantastic 👌👏

  • @ABentPaperclip
    @ABentPaperclip ปีที่แล้ว +1

    as good or better than MOI? That's fantastic to hear! makes the value proposition that much better knowing we won't also need a MOI license for a reasonable game asset pipeline!

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว +4

      I wouldn’t say better. But it’s close enough that yes I think it will satisfy most people

  • @aj1stly395
    @aj1stly395 ปีที่แล้ว

    I tried using this software yesterday and surprisingly easy to understand.
    I just wish it has a UV unwrapper.

  • @SerKBer
    @SerKBer ปีที่แล้ว +8

    Man it'd be super interesting if you could unwrap before turning models into meshes.
    Probably not a final unwrap, but maybe tagging faces that you want to be form an UV island, and determining seams. That'd be pretty killer.

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว +13

      It’s not out of the question but it’s definitely a large project and only justifiable if I have enough paying customers

    • @smollismollisworld5655
      @smollismollisworld5655 ปีที่แล้ว +1

      I would be a paying customer for sure. Tell me when :)

    • @andymvisuals
      @andymvisuals ปีที่แล้ว +1

      This would be a great feature for sure

    • @johnnytwinjacket
      @johnnytwinjacket ปีที่แล้ว +1

      @@nickkallen1 oh i shure you will, your soft is great

    • @RunTheTape
      @RunTheTape ปีที่แล้ว +2

      THIS! if this is even possible, this would be the atomic bomb of a feature.

  • @markkusq3po
    @markkusq3po ปีที่แล้ว

    Thanks for the details. And no, an explanation for solving problems is never boring ;-) An aha for me was to see that the conversion to quads is already possible here, but unfortunately this was not discussed in detail. But probably it is self-explanatory. A good Remesher-Addon in Blender costs also equal times 50 to $ 100.- (or more for several licenses), also good if you can save that.

    • @SuperSuperka
      @SuperSuperka ปีที่แล้ว

      remeshing will kill beautiful normals from solid-body.

  • @KRGraphicsCG
    @KRGraphicsCG ปีที่แล้ว

    This feature will definitely help, especially for exporting assets for 3D printing and game development.

  • @andrasvigyazo1505
    @andrasvigyazo1505 11 หลายเดือนก่อน

    This is the most important feature for 3D artists! I havent considered even trying plasticity until i have seen it is able to export Ngon mesh! Amazing stuff! I spent 1 month on trial and bought indie a week ago. Its truly amazing.
    But it would be super helpful to get a deep understanding of its export settings, what exactly each slider does... I would rather watch a technical video for an hour, understanding all the details, than test every aspect by myself for more hours or days... :)
    Also what a number at each slider is actually derived from? Would be good to know. I would not feel just a monkey pushing sliders all around. (its still more fun than being a monkey in other programs though :D) But yeah this knowledge would make us more efficient...
    Also mentioned below, but tagging same surfaces for UV mapping would be a nice feature on the long run. ;) but i know you have your hands full, and on great things, so just do what you feel is making the best progress...

  • @gidkideon
    @gidkideon ปีที่แล้ว

    The importing of existing NURBS model formats and these export settings alone are really nice to have. How it handles importing of vertex normals and then export will be interesting to see. Does it import vertex normals?

  • @olahaldor
    @olahaldor ปีที่แล้ว

    I see many talking about UV's. Perhaps team up with Rizom UV about that? 👏🏻
    It's hands down the best UV tool I've ever used. Will take some serious work to beat that imho.

  • @3DP-Tech
    @3DP-Tech ปีที่แล้ว +1

    good job

  • @reyesdelpech
    @reyesdelpech 2 หลายเดือนก่อน

    What will be the best way to output the geomtry to be able to apply a Subdivision operator in other softwares, without mess the polygons?
    Thinking mainly for motiongraphics projects (big close ups, UVwraps, etc)
    Thanks! :D

  • @theodorezheng9870
    @theodorezheng9870 ปีที่แล้ว

    Thanks a lot for this software!!
    As user of Blender,Moi 3d and fusion 360,i like how easy blender control,but i always enjoy moi 3D +fusion 360 non-polygon modeling,Nurbs is crazy about hard-surface modeling
    but,too many software is hard to control!
    Plasticity perfectly solved my problem!
    blender control mode+Nurbs ?!?
    such amazing !!
    when i used fusion,i think about "can somebody make software i can used like blender,but modeling like 360?"
    great,great work!
    i will buy it when the beta over!
    thanks bro!

    • @SuperSuperka
      @SuperSuperka ปีที่แล้ว

      Plasticity is not NURBS really

  • @sturm3d
    @sturm3d ปีที่แล้ว

    looking forward to see the conversion to quads in action (i suppose thats quads and tris where necessary?).

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว +2

      Quads leaves something to be desired, moi is still better here. But on the other hand, as soon as your model gets somewhat complex, even the best output from moi, the quads aren’t really useful for a catmull Clark conversion, so I kind of wonder what the point is

  • @user-of2oq3vb1h
    @user-of2oq3vb1h ปีที่แล้ว

    Hello! I feel that this software is great! But if you learn, many shortcuts do not know, so you can organize a table of shortcuts to reference learning well ....🤩

  • @joos3D
    @joos3D ปีที่แล้ว +1

    If you could make the tolerance setting do the opposite I think that'd be more useful, i.e. giving the smaller cylinder less polygons Ryan the larger one.

  • @freakybiggles6458
    @freakybiggles6458 11 หลายเดือนก่อน

    Please do a youtube video on how to update the software to the current version for people who purchased the studio version.

  • @zozoolaroxmusic
    @zozoolaroxmusic 2 หลายเดือนก่อน

    Hi! to open this export menu i’ve to save object as a file first? I mean if i’m using that blender bridge and it’s unnecessary to save anything at all. So, if i want to adjust parameters i do need to save first, yeah?

  • @wavetro
    @wavetro ปีที่แล้ว +1

    coming from a Blender background where Ngons are seen as evil, it's super refreshing seeing how much it's embraced in hardsurface modeling like this. it truly is the best of both worlds in vertex count and detail

  • @tooncraft3d
    @tooncraft3d 10 หลายเดือนก่อน

    TY for the video, but how do you export correct size as an STL in plasticity?

  • @ggliu629
    @ggliu629 ปีที่แล้ว

    awesome

  • @MatheusErvilha
    @MatheusErvilha ปีที่แล้ว

    Is it possible to export curves as well (as DXF ou SVG)? This is essential to use Plasticity along with a Laser cutter.

  • @moLEV
    @moLEV ปีที่แล้ว

    would be really great if add import illustrator files in plasticity, must have feature

  • @csimon928
    @csimon928 11 หลายเดือนก่อน

    So I build in Plasticity now using meters but I export it as .stl and it's in inches. If you change this, please offer a way to not lose what I've done already. Loving the program!

    • @nickkallen1
      @nickkallen1  11 หลายเดือนก่อน

      Stl does not have units so it’s definitely not in inches. Check your importer

    • @CaesarBuildsThings
      @CaesarBuildsThings 11 หลายเดือนก่อน

      @@nickkallen1 Ah, I’m a total newb so it’s probably something I’m doing. It’s working fine the way it is so it sounds like it’s not going to change so YAY!! Loving this program man! I make wood products on a CNC and with your new program I’m able to exactly replicate the parts I need to. It’s the 3rd CAD program I’ve quick-learned in the last 2 months, ugh. Recommended by someone teaching me Sketchup online (which didn’t work for me). It’s all about the fillets (t-shirt idea? Lol)
      Just to explain what happened to me though, I downloaded Plasticity and started making my parts with Plasticity set to inches. My parts we’re exactly 39.375 times smaller than I needed them to be once in the CAM software, lol. It took a bit to figure that out as the software was locking up trying to figure out tool paths for a part .14 inches in size and using a 1/4” router bit, hahaha.
      Cheers and thanks for the quick explanation! Congratulations on the new software release. I wish you great success!

  • @velstorios9473
    @velstorios9473 11 หลายเดือนก่อน

    I am so ready to buy the program, but I just need the exporting to give cleaner topology than what I saw in my experience, please ;_;

  • @ramiths8171
    @ramiths8171 ปีที่แล้ว

    I see that most of the source code is typescript, I'm interested in knowing why chose typescript over traditional C or C++

  • @kenliuuzaki3655
    @kenliuuzaki3655 ปีที่แล้ว +1

    Man I just purchased moi3d and then I saw this video😇

  • @huanghush5249
    @huanghush5249 ปีที่แล้ว

    Man,i have a suggestion, can you mesh a single surface? This will be very helpful for the follow-up processing of some special surfaces.

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว

      Can you explain what you mean?

    • @huanghush5249
      @huanghush5249 ปีที่แล้ว

      @@nickkallen1 emmm,I mean, instead of meshing an entity, you can take the entity apart into faces, and meshing some faces individually(sorry,I used Google Translate)

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว

      @@huanghush5249 that is certainly possible but depending on your use case (uv unwrapping?) there are better solutions

    • @huanghush5249
      @huanghush5249 ปีที่แล้ว

      @@nickkallen1 For example, a small part of a model is quite detailed and needs to retain many faces to maintain its shape, but the rest of the model is smooth and requires very little mesh. It is easy to control mesh density in polygon modeling, but when plasity is derived from obj, the whole model is derived along with one mesh density, which increases the difficulty of subsequent low-mode processing and uv unwrapping(Thanks for your reply!)

  • @zozoolaroxmusic
    @zozoolaroxmusic 2 หลายเดือนก่อน

    Somehow, after reducing density and refreshing object in blender bridge addon, the mesh stayed the same

  • @cyrusramsey4741
    @cyrusramsey4741 11 หลายเดือนก่อน

    Are there any benefits to Plasticity over Fusion 360?

  • @Mat-zl9jx
    @Mat-zl9jx 11 หลายเดือนก่อน

    when I export in stl the models are at an infinitely small scale. could someone please help me?

  • @LeoD.J
    @LeoD.J ปีที่แล้ว

    Do you plan to sell Plasticity as a license subscription or a one time purchase?

  • @user-gs2po9ur8e
    @user-gs2po9ur8e ปีที่แล้ว +1

    When can I buy the official 1.0 version?

  • @rafeed2719
    @rafeed2719 ปีที่แล้ว +1

    Any plan for releasing Plasticity on Steam?

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว +1

      Steam charges 30% so I Don’t think it makes sense for me

  • @dantab2407
    @dantab2407 ปีที่แล้ว

    Polygon modeling is natively in Blender. But what if the nurbs surfaces which exists in Blender could be used to treat step format and export blender files directly from Plasticity instead of polygonising exact meshes which is a lost of information ?
    Perhaps my question is a bit out of context am I wrong, if so,why ? Because Plasticity seems the right companion to Blender.
    Good job however .👍

  • @floyd1411
    @floyd1411 ปีที่แล้ว

    So there would be no need for quadremesh

  • @Guitar-M
    @Guitar-M ปีที่แล้ว

    👍

  • @Vanastarr
    @Vanastarr ปีที่แล้ว

    How is it as good as moi when moi exports quad meshes?

    • @MetalGearMk3
      @MetalGearMk3 ปีที่แล้ว +1

      Moi3d can't export only quad meshes....It can export, triangles+ quads, which is what Plasticity can do also.

    • @Vanastarr
      @Vanastarr ปีที่แล้ว

      @@MetalGearMk3 I didn't see that in the video. What time does it show quad meshes with ngons?

  • @gabrielegelfofx
    @gabrielegelfofx ปีที่แล้ว

    Are UVs exported too?

    • @nickkallen1
      @nickkallen1  ปีที่แล้ว +3

      Basic per face uvs will come soon.

    • @nigelweatherby6303
      @nigelweatherby6303 ปีที่แล้ว

      @@nickkallen1 Excellent - thank you Nick.

  • @malcolm341
    @malcolm341 ปีที่แล้ว +1

    Is there anyway to export the NURBS as .obj so I can then convert the NURBS to subdiv in Maya and then convert subdiv to smooth mesh preview? I'm having a hard time figuring out how you would texture anything created in Placisity.

    • @SuperSuperka
      @SuperSuperka ปีที่แล้ว

      You mess Solid-body paradigm with NURBS and then with Sub-D. It's all different.

    • @malcolm341
      @malcolm341 ปีที่แล้ว

      @@SuperSuperka I'm not sure what I'm doing, probably used the wrong terminology. I would like to export something to Maya that can be smoothed and UVed.

  • @nikitabs4808
    @nikitabs4808 3 วันที่ผ่านมา

    High-dense mess

  • @PetroniusPixel
    @PetroniusPixel ปีที่แล้ว

    do you have a discord link?