How to Model Anything Onto a Head in Plasticity | Beginner Tutorial
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- เผยแพร่เมื่อ 5 มิ.ย. 2024
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What Video About
In this tutorial, I take you through the steps of creating a face mask using Plasticity surface modeling. I start by guiding you on how to obtain and import reference models and images for your project. You'll learn how to set up your workspace, organize your project with layers and groups, and use surface modeling tools for precise design work. I share insights on creating and adjusting curves and surfaces for the mask, ensuring proper fit and aesthetics, and highlight the importance of continuity and tangency in professional modeling. This tutorial is packed with practical tips and shortcuts to speed up your workflow, all aimed at elevating your 3D modeling skills to create intricate designs efficiently.
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⌚Timestamps
00:00 - Getting Started with Mask Modeling in Plasticity
01:02 - Importing and Setting Up Reference Images
02:00 - Beginning Surface Modeling for the Mask
03:00 - Curve Adjustment and Surface Development Techniques
05:00 - Utilizing Planes and Cut Curves for Design Precision
07:00 - Advanced Techniques: Lofting and Bridging for Surface Modeling
10:00 - Improving Workflow with Custom Shortcuts and Grouping
12:00 - Final Touches: Achieving Smooth Transitions and Details
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#plasticity #plasticitytutorial #facemask #surfacemodeling
Very useful tutorial Nikita! This also shows that Plasticity needs to have a snap to surface feature.
They plan to release it. The truth is that it would be awesome to make quick sketches in ZBrush and take them to Plasticity to model on them
@@CarlosPrGr Thanks one thing nice with poly modeling. You can snap geometry onto imported objects. Not sure if NURBS can do this. At least be able to projects splines onto imported objects, this would be useful.
You have to convert your obj files to NURBS with MoI3D for example. Or, there are also poly->nurbs converter plugins in Blender
this is a good case for having a parametric construction history - your cross sections needed to be way more detailed to follow more the head.
really hope plasticity get update for snapping vertices on reference shapes
Hi Nikita, I would love to see you model a human face next time !
Why you needed those two extra guides to acheve a G2 continuity? Can you explain it in a very basic video? I know g1 g2 etc. I know all the basics. But I'm still confused when Plasticity refuse to use G2. I don't understand what is the logic behind that. Loft and Patch are different about G2?
Than you for these videos! This one in particular it's very interesting. I liked when you extruded the curves to have three planes on which draw the three curved section. Awesome.