Cool model, agree! If you want a course on that robot cleaner, then you will love my newly released Porsche car modeling course. It goes into much more depth and detail, teaching you very versatile techniques and workflows so you can perfectly use them in the robot cleaner project as an exercise. You can find it here. I can wholeheartedly recommend it 👉 nikitakapustin.com/courses/plasticity-car-modeling/
Hello Nikita, with your help I was able to purchase an indie license at a discounted price. Is Xnurbs really necessary? I am a person who wants to create game assets. I ask this question because it seems truly amazing how simple it can make a complex problem.
Definitely not necessary. There are lots of people making incredible work in Plasticity without using xNurbs. Take a look at the forum posts or TH-cam videos from before March 2024 (when xNurbs was released). It may make some tasks easier, but you can do just about everything xNurbs can do with loft and patch.
Hi, xNurbs is not necessary. It is definitely a lot of fun to use and simplifies the modeling process a lot in many instances, but you can do everything without xNurbs manually as well, as I teach in all my courses & tutorials. If you make some income with Plasticity, then xNurbs is definitely a good investment or if you model a lot of complex/organic shapes. If it's more "Hard-surface" game-assets, then the Indie license is more than sufficient
Plasticity is meant to be easier. Both do the same. It's up to the user. I've seen both great artist. Vitaly bulgarov and a other dude Gura ( can't remember his name ) they both used moi3d with stunning prices made there.
I don't have a lot of experience in Moi3D, but check out "Kuechmeister Swagger". He has in both a lot of experience and has created comparison videos: th-cam.com/users/results?search_query=kuechmeister+swagger+moi3d+plasticity
@helios.vfx Agree, Vitaly Bulgarov and Edon Guraziu have created amazing art in Moi3D. There are a lot great artists using Plasticity as well, but not at that crazy level like these I guess...yet.
I've used both extensively. My choice is Plasticity. However, if scripting is something you want, then Moi. But scripting is used for very specific operations, and certainly not essential for most modelers. And I disagree - Moi & Plasticity don't "do the same". Plasticity (especially the Studio version which includes xNurbs) gives superior surfacing and saves time as well. Not to say many artists haven't made excellent models in Moi, but Moi has been around a lot longer and therefore accumulated more users. I think that is changing. If I look at the work where artists have tagged Plasticity as their software, the growth and quality is impressive.
nurbs were big late 90s early 2000s (i was modeling with them in 2005), then subd and then poly. poly was big mostly because of edge control for animation (face wrinkles and mouth creases) and texturing. funny that it's "new" again- this generation is constantly making old shit new again to make profits, it's getting old
is it just the Car course that includes the use of xNurbs explained please
Wow! Such a cool model, would you be doing a tutorial on that specific model? Or maybe a course please!???
Cool model, agree!
If you want a course on that robot cleaner, then you will love my newly released Porsche car modeling course. It goes into much more depth and detail, teaching you very versatile techniques and workflows so you can perfectly use them in the robot cleaner project as an exercise.
You can find it here. I can wholeheartedly recommend it 👉 nikitakapustin.com/courses/plasticity-car-modeling/
Would love a tutorial on modeling this pool cleaner robot - paid of course! I think it would take too long to be free!
Please make a full tutorial for this model. Cheers.
The robot model is beautiful CAD work. I don't think yours is going to be the exact same proportions though - the back end is higher on yours.
Hello Nikita, with your help I was able to purchase an indie license at a discounted price.
Is Xnurbs really necessary?
I am a person who wants to create game assets.
I ask this question because it seems truly amazing how simple it can make a complex problem.
Definitely not necessary. There are lots of people making incredible work in Plasticity without using xNurbs. Take a look at the forum posts or TH-cam videos from before March 2024 (when xNurbs was released). It may make some tasks easier, but you can do just about everything xNurbs can do with loft and patch.
Hi,
xNurbs is not necessary. It is definitely a lot of fun to use and simplifies the modeling process a lot in many instances, but you can do everything without xNurbs manually as well, as I teach in all my courses & tutorials.
If you make some income with Plasticity, then xNurbs is definitely a good investment or if you model a lot of complex/organic shapes.
If it's more "Hard-surface" game-assets, then the Indie license is more than sufficient
@@nikita.kapustin Thank you for uploading many plasticity information videos.
As soon as the project is completed, I will start it right away.
Aber is so teuer mit XNurbs...
moi3d vs plasticity which one is powerful?
Plasticity is meant to be easier. Both do the same. It's up to the user. I've seen both great artist. Vitaly bulgarov and a other dude Gura ( can't remember his name ) they both used moi3d with stunning prices made there.
I don't have a lot of experience in Moi3D, but check out "Kuechmeister Swagger". He has in both a lot of experience and has created comparison videos:
th-cam.com/users/results?search_query=kuechmeister+swagger+moi3d+plasticity
@helios.vfx
Agree, Vitaly Bulgarov and Edon Guraziu have created amazing art in Moi3D. There are a lot great artists using Plasticity as well, but not at that crazy level like these I guess...yet.
@@Helios.vfx. thanks
I've used both extensively. My choice is Plasticity. However, if scripting is something you want, then Moi. But scripting is used for very specific operations, and certainly not essential for most modelers. And I disagree - Moi & Plasticity don't "do the same". Plasticity (especially the Studio version which includes xNurbs) gives superior surfacing and saves time as well. Not to say many artists haven't made excellent models in Moi, but Moi has been around a lot longer and therefore accumulated more users. I think that is changing. If I look at the work where artists have tagged Plasticity as their software, the growth and quality is impressive.
nurbs were big late 90s early 2000s (i was modeling with them in 2005), then subd and then poly. poly was big mostly because of edge control for animation (face wrinkles and mouth creases) and texturing.
funny that it's "new" again- this generation is constantly making old shit new again to make profits, it's getting old
everything you do is great but porsche tutorial is expensive dude.
Salary of product designer/modeller is pretty high, don't skimp on investing in yourself
Bro any licence for free 😂 because x nurbes its just for team
nice