Whoa, didn’t know they added this feature. I used Modo for years and missed the snap to obj feature. Soooo awesome to have it in a nurbs format. Thanks for this video! Very helpful.
cool to see. Im testing plasticity out to work in a game dev pipeline for hard surface, this is a key part. One thing I cant really check is how high poly I can make the exports to move back into zbrush and reconstruct subdiv levels with dynamesh/zremesh. I need really high poly exports from plasticity to get the hard edges and curve without facets. I wish this was available in the trial to test but its not
Fantastic tutorial. I'm trying to transition from Blender to Plasticity with a couple of cars that I want to thicken in Plasticity and then prepare for 3D printing. Is your method good for importing OBJ car mesh and then prep for thicken? I would truely like to see more videos like this to go through the process of importing obj, refacing, then thickening internally to ensure the faces do not lose the original dimensions. For example a model car.
I think it'll work for what you need. I've been going the route of Zbrush 2022 to plasticity and back. I always keep 3D printing in mind, so when I export out of Zbrush, I scale the object little smaller than my FDM printbed. Of course you can rescale in Plasticity, but I like the ability to go back to Zbrush to add detail so setting the scale in the original app helps. As for thickening, once you rebuild the surfaces of the car and fuse them together, it should be a matter of running the thicken command on the shell, though sometimes it gets finicky if too many surfaces self intersect themselves, you'll have to experiment.
Haven't tried scan data yet. I would definitely reduce poly count on it, also if you can quad remesh it. Found it helpful in having a nice flow of topology to get smooth surfaces
@@Glenn3D1993im currently doing it on scan data with hi poly.. it works but i think low poly will actually be easier to work and provide better results as cpc will smooth out the image.
I personally feel if you can do a quad remesh that follows the flow of topology of the mesh like Zbrush zremesher does you'll have easier time in Plasticity converting to a CAD surface model. Just need to see the wireframe of imported mesh to make it easier. I might try creating a custom material for Plasticity to see the wireframe easier, shot in the dark on that one.
@ being able to see the wire frame would be huge for 3d scans to snap to and follow tge wire for accurate curves .. im not far off.. maybe like 0.2mm off but id like a uniform curve-mesh… not too familiar with zbrush/mesher ..
...hello Glenn, best compliments for great video. I have just downloaded and installed v 24.1.9 but I am not able to activate snap to mesh...stl is a retopologized mesh exported from blender, so it's a pure quad mesh. Any suggestion? thanks in advance and cheers from Italy!
The 2024.2 update should be out today. Keep eye on their Instagram channel for when it's released. instagram.com/getplasticity?igsh=MWc1YjFmMTE3MnA5MQ==
@@MissaelKaban True, but most converters just do a straight convert of a polygon to flat face on a solid. You'd end up with a fauceted solid and still have to rebuild the surface if it's supposed to be a smooth organic object. Moi and I think fusion can work with quad subdivided surfaces and convert them to smooth solid
I tried importing an STL file, much more simple than what you have there, but I can't snap to anything. It's just simple lines and flat faces. It doesnt seem like I can do anything with it at all. Is there a command I need to run after importing it?
@@Glenn3D1993 Thanks, yeah I just worked that out haha. Didn’t realise that plasticity doesn’t have a built in updater so had to go and manually download the latest version. I’m getting the snapping now. Thanks! Hopefully in the next update we’ll be able to explode STL files into actual objects/faces/lines etc so we don’t have to manually trace over them.
Hi! Thank you for the video. I have imported an obj but how can I have more face and vertex visibility like your model? For me, finding the right vertex for snapping isn't easy.
Unfortunately Plasticity currently doesn't have means to manipulate imported meshes beyond scale and rotate. You'll have to subdivide it in a modeling app and export it back out, then import it back into Plasticity.
Anyway, if you will makes more video related to this feature i will really enjoy. I am bery interested to understand what is the best workflow for integrate external more organoc shape in my plasticity design
Whoa, didn’t know they added this feature. I used Modo for years and missed the snap to obj feature. Soooo awesome to have it in a nurbs format. Thanks for this video! Very helpful.
You're Welcome. Should be on the update later today 2024.2
cool to see. Im testing plasticity out to work in a game dev pipeline for hard surface, this is a key part. One thing I cant really check is how high poly I can make the exports to move back into zbrush and reconstruct subdiv levels with dynamesh/zremesh. I need really high poly exports from plasticity to get the hard edges and curve without facets. I wish this was available in the trial to test but its not
Fantastic tutorial. I'm trying to transition from Blender to Plasticity with a couple of cars that I want to thicken in Plasticity and then prepare for 3D printing.
Is your method good for importing OBJ car mesh and then prep for thicken?
I would truely like to see more videos like this to go through the process of importing obj, refacing, then thickening internally to ensure the faces do not lose the original dimensions. For example a model car.
I think it'll work for what you need. I've been going the route of Zbrush 2022 to plasticity and back. I always keep 3D printing in mind, so when I export out of Zbrush, I scale the object little smaller than my FDM printbed. Of course you can rescale in Plasticity, but I like the ability to go back to Zbrush to add detail so setting the scale in the original app helps. As for thickening, once you rebuild the surfaces of the car and fuse them together, it should be a matter of running the thicken command on the shell, though sometimes it gets finicky if too many surfaces self intersect themselves, you'll have to experiment.
Have you tried it with Scan data yet? I'm assuming the scan would need to be reduced poly count wise to keep from bogging down performance.
Haven't tried scan data yet. I would definitely reduce poly count on it, also if you can quad remesh it. Found it helpful in having a nice flow of topology to get smooth surfaces
@@Glenn3D1993im currently doing it on scan data with hi poly.. it works but i think low poly will actually be easier to work and provide better results as cpc will smooth out the image.
I personally feel if you can do a quad remesh that follows the flow of topology of the mesh like Zbrush zremesher does you'll have easier time in Plasticity converting to a CAD surface model. Just need to see the wireframe of imported mesh to make it easier. I might try creating a custom material for Plasticity to see the wireframe easier, shot in the dark on that one.
@ being able to see the wire frame would be huge for 3d scans to snap to and follow tge wire for accurate curves .. im not far off.. maybe like 0.2mm off but id like a uniform curve-mesh… not too familiar with zbrush/mesher ..
Thank's
You're Welcome
...hello Glenn, best compliments for great video. I have just downloaded and installed v 24.1.9 but I am not able to activate snap to mesh...stl is a retopologized mesh exported from blender, so it's a pure quad mesh. Any suggestion? thanks in advance and cheers from Italy!
We have to wait for 2024.2.
The 2024.2 update should be out today. Keep eye on their Instagram channel for when it's released. instagram.com/getplasticity?igsh=MWc1YjFmMTE3MnA5MQ==
@@Glenn3D1993 Hello Glenn! Many thanks indeed for kind answer. Ciao!
instead rebuild it, you can convert your object into step file and edit it in plasticity as solid
@@MissaelKaban True, but most converters just do a straight convert of a polygon to flat face on a solid. You'd end up with a fauceted solid and still have to rebuild the surface if it's supposed to be a smooth organic object. Moi and I think fusion can work with quad subdivided surfaces and convert them to smooth solid
I tried importing an STL file, much more simple than what you have there, but I can't snap to anything. It's just simple lines and flat faces. It doesnt seem like I can do anything with it at all. Is there a command I need to run after importing it?
You might double check what version of Plasticity you're using. Needs to be 24.2 or later for that function to work
@@Glenn3D1993 Thanks, yeah I just worked that out haha. Didn’t realise that plasticity doesn’t have a built in updater so had to go and manually download the latest version. I’m getting the snapping now. Thanks! Hopefully in the next update we’ll be able to explode STL files into actual objects/faces/lines etc so we don’t have to manually trace over them.
Hi! Thank you for the video. I have imported an obj but how can I have more face and vertex visibility like your model? For me, finding the right vertex for snapping isn't easy.
Unfortunately Plasticity currently doesn't have means to manipulate imported meshes beyond scale and rotate. You'll have to subdivide it in a modeling app and export it back out, then import it back into Plasticity.
@@Glenn3D1993 yes finally i did it in Blender, but still very hard to see the vertex. I will propose as new feature to plasticity team! thank you!
Anyway, if you will makes more video related to this feature i will really enjoy. I am bery interested to understand what is the best workflow for integrate external more organoc shape in my plasticity design
I've got a tutorial in mind for Zbrush 2022 integration. Just a matter of doing it lol. Got sidetracked playing with Zbrush for Ipad.