Plasticity Tutorial | Export CAD to Clean Mesh

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  • เผยแพร่เมื่อ 27 ก.ย. 2024

ความคิดเห็น • 20

  • @Madloco491
    @Madloco491 ปีที่แล้ว +5

    @Nikita Kapustin The new of Guru Plasticity😁😁

    • @nikita.kapustin
      @nikita.kapustin  ปีที่แล้ว +2

      Name change to "Plasticity Guru" incoming 😁

  • @FPChris
    @FPChris 9 หลายเดือนก่อน +2

    Thanks. This has been my biggest issue with Rhino

  • @sqwert654
    @sqwert654 ปีที่แล้ว

    For game use I would try to retopo in 3dcoat or Zbrush using the auto tools. Then fix any issues in 3dcoat using hand retopo tools.

  • @MikeliousXD
    @MikeliousXD ปีที่แล้ว +1

    I'm in search of a workflow to use Plasticity as a medium to create complex geometry to then cleanup and optimize for games, what would you recommend to attain that?

  • @RodrigoKuo1
    @RodrigoKuo1 ปีที่แล้ว +1

    Always helpful! Thanks for the tut, Nikita! One qq - Is there a way to make the polygons of the fillet align with the polygons of the base?

    • @nikita.kapustin
      @nikita.kapustin  ปีที่แล้ว

      Glad to hear!
      It's not exactly possible but you can play around with the different values and try to align them as closely as possible.
      Often times it works with simple objects like this one.
      Just spend some time with the exporter

  • @DirkTeucher
    @DirkTeucher ปีที่แล้ว

    Plasticity looks so nice to work with but I sometimes need quads export as I would like to use this for game engines where I need to be able to fracture the mesh and not have ngons or holes in the topology. And that topology looks pretty messy for anything that is not a static object. I hope the plasticity developers improve the NURBS conversion to quads somehow but I imagine that is a very complex task to figure out. Maybe zbrush or blender quadremesher might be a good workflow to clean the topology quickly but I think I will stick with blender for now.

    • @syont
      @syont 7 หลายเดือนก่อน

      hi, what quad surface look a like? it seems Plasticity is capable to export in Step format, so Gmsh mesher can read and generate full quad by few of setting.

  • @zblender6946
    @zblender6946 26 วันที่ผ่านมา

    Thanks you nikita❤

  • @jan_sieber
    @jan_sieber 10 หลายเดือนก่อน

    I guess for a good quality movie production quad mesh, manual retopology is a must?

    • @nikita.kapustin
      @nikita.kapustin  10 หลายเดือนก่อน +1

      Definitely

    • @jan_sieber
      @jan_sieber 10 หลายเดือนก่อน

      @@nikita.kapustin but still seems like a great tool for quick concepting. And on certain models even with manual retopology it might still be faster than Sub-D workflow

    • @nikita.kapustin
      @nikita.kapustin  10 หลายเดือนก่อน

      @@jan_sieber Agree!
      I think there is no faster tool for concepting than Plasticity. Export results are pretty good, unless you really really need high quality mesh for production or so.

  • @creature1620
    @creature1620 6 หลายเดือนก่อน

    Is it posible to go the other way? From a high poly mesh to a solid body mesh? I know fusion 360 has a convert function that does this. Wondering if Plasticity does as well?

    • @nikita.kapustin
      @nikita.kapustin  6 หลายเดือนก่อน

      Yes, its possible but not in Plasticity currently.
      I am using Moi3D for the conversion. Blender has an addon as well

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 11 วันที่ผ่านมา

    Ngons do NOT render properly in ANY renderer. This is really not a good idea...

  • @АВ-м1р
    @АВ-м1р 3 หลายเดือนก่อน +1

    Капустин, говори по русски))

  • @wildguardian
    @wildguardian 6 หลายเดือนก่อน

    I am mainly 3d modeling for product design. So figures.. jewelry.. and hard surface objects. If I'm printing in resin.. a clean topology isn't as important.. what's important is a super high resolution so the curvatures won't be poligonal when printing.. let's say, a cup or a fase. I don't want my resin prints of a item having faces being visible..

  • @eugeneweb5969
    @eugeneweb5969 ปีที่แล้ว

    лукинг гуд