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H
so has ANY of you fucks actually used this for something?
what's your experience with it been like so far ?
+Showing all 19 replies.
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>>1023693
It replaced polymodeling and subd for me.
I do props, vehicles, guns, even architecture in it which traditional CAD has trouble with. Easy to do tileable assets. Is quick & the most optimized and well performing CAD software ever.

If you know how to properly clean up meshes afterwards, it basically stomps on subd and polymodeling since it's just faster and more accurate to do everything in nurbs.
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>>1023746
forgot to mention I use it since 2 years now for game assets, my most recent asset with it was a gigantic alien exotic structure with an interior completely made in plasticity
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>>1023746
does it pair well with zbrush if I want to do a detail pass? is there a bridge?
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>>1023747
i recently download plasticity and was actually thinking about doing this for props, guns and generally hard surface too, but been putting it off because i am wondering about the retopo part, what do you do to get good topo for your cad models?

pixyz?
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>>1023767
Blender bridge. I do details in zbrush and never microfillet.
>>1023769
pixyz and manual cleanup in blender. Never going back to subd/polymodeling again. My speed in asset creation has increased by 5-15x.
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>>1023770
>never microfillet.
even as a last step on a separate subtool? is plasticity topology that bad?
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>>1023775
I meant I never microfillet in plasticity and do the smooth edges in zbrush instead. The topology is literally computer-perfect, the best optimized possible if you know how to use pixyz and clean up a little, or it can be adapted for high poly editing in zbrush.

Though plasticity also has a built in obj exporter you can use with it's topology control which I use for simple meshes.
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How the fuck is the industry working on meme AGI but we still don't have an AI that reliably does remeshing? How the fuck is that possible? Remeshing is full of repeating patterns, it should work well for AI automation.
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>>1023799
zremesher, dynamesh and decimation master already exist. what do you mean?
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>>1023746
>>1023747
>>1023770
how did you learn?
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>>1023770
>pixyz and manual cleanup in blender.
awesome i was wondering about pixys performance, i guess ill give it a try and get the workflow down.
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>>1023799
>Remeshing is full of repeating patterns
lol, if only you knew how wrong you were
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>>1023693
I tried it ages ago when it came out and i was pleasantly surprised for a bit but then got disappointed. It's a weird CAD that takes some getting use to. For one I like planes and sketching on planes to make sure my dimensions are clean. I remember adding dimensions was a pain in the ass, so I never got used to it and dropped it, but its a nice mix between blenderfagging and cadfagging so I might try it again soon
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>>1023746
It's not parametric though, so it's useless as a CAD program
or has it changed?
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>>1024810
it will never be parametric
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>>1024811
It depends, what do you mean by parametric?
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>>1024812
one fuck up and you cant change anything anymore
you cant change dimensions and it "auto updates" the mesh
the only way to keep backups is to duplicate your meshes and keep it hidden in folders

its a lightweight poly-nurbs CAD hybrid
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>>1024813
As far as I understand it the program is supposed to be aimed at artists who want to quickly visualize relatively complex 3D models.
Pretty sure it was never aimed at the crowd who wants to precisely construct RL things for production.
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>>1024815
yes, if RL production then go to fusion360

im perfectly fine with plasticity since I adapted to the non parametric workflow already, im the first poster who uses it for almost 3 years now

i only use it for game assets and nothing else

if parametric was there it would likely just make the program laggy and have bigger file sizes like the CAD bigboys which was a turn off in fusion for me

its insane speed and intuitive quick modeling is what made me stick to it. I can open plasticity and it launches instantly with my scene up.

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