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Phil Procario Jr
Phil Procario Jr
Phil Procario Jr
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Looking to bring your digital designs to life? Get ready to unleash your inner creativity and transform your ideas into tangible realities! This channel has got you covered with all the tools and tips you need for an unforgettable design experience. Let's get started!
Kit bashing in Plasticity1
2:00
2 месяца назад
Place Command in Plasticity1
1:22
2 месяца назад
Single Span Surface in Plasticity
4:30
3 месяца назад
Plasticity to OBJ Settings3
10:18
3 месяца назад
Draft Faces Tool in Plasticity1
0:57
3 месяца назад
Construction Planes in a custom direction
1:19
3 месяца назад
Sweep Tool in Plasticity1
2:02
3 месяца назад
Plasticity to OBJ Settings2
32:02
4 месяца назад
2 Ways to Offset a Shape in Plasticity1
5:01
4 месяца назад
Plasticity to OBJ Settings1
4:05
4 месяца назад
Plasticity to Blender Bridge1
2:08
4 месяца назад
Getting Ref Image into Plasticity1
0:58
4 месяца назад
Setting up the Grid and Units in Plasticity
2:31
4 месяца назад
Adding a Rock Texture to our Model1
2:50
5 месяцев назад
Do Fillets Matter in CAD Part2
1:44
5 месяцев назад
Do Fillets Matter in CAD Part1
2:28
5 месяцев назад
Video24 Making a 3d printable model of Godzilla
10:26
5 месяцев назад
Video23 Making a 3d printable model of Godzilla
14:33
5 месяцев назад
Комментарии
@kusumapau8883
@kusumapau8883 3 дня назад
thank you! this really helps
@ljcdesigns6573
@ljcdesigns6573 4 дня назад
Great tutorial! I'm importing into 3dsmax with something close to your settings to clean-up, with auto smooth active on import into max, so with that I can ignore tangency issues, which are driving me nuts.
@philprocariojr3563
@philprocariojr3563 4 дня назад
@@ljcdesigns6573 Im glad you found this useful. Thanks for watching.
@MrSzwarz
@MrSzwarz 19 дней назад
Hi, How you get Tabs? After installing the Bridge I cannot see it anywhere.
@philprocariojr3563
@philprocariojr3563 17 дней назад
@MrSzwarz For me, it shows up where all the other add-on tabs are along the right side of the main viewport.
@hammadwalid8428
@hammadwalid8428 Месяц назад
thanks bro
@philprocariojr3563
@philprocariojr3563 Месяц назад
My pleasure; thanks for watching.
@curiousity271
@curiousity271 Месяц назад
Thanks found it helpful. I can see we still will need to get the UVs right inside the blender, like u said... ❤❤
@philprocariojr3563
@philprocariojr3563 Месяц назад
I'm glad it was helpful. Yes, depending on your use case, UV will need to be done. Thanks for watching.
@stevenchilders272
@stevenchilders272 Месяц назад
Love robotech
@philprocariojr3563
@philprocariojr3563 Месяц назад
@stevenchilders272 Great series, one of my favorites. Thanks for watching.
@Halllbert
@Halllbert Месяц назад
Nice work with details.
@philprocariojr3563
@philprocariojr3563 Месяц назад
@Halllbert Thanks for the reply, and thanks for watching.
@Hitsujioyaji
@Hitsujioyaji Месяц назад
Phil I too use Plasticity primarily for printing. Which;ringer do you use? Your tutorials are awesome by the way.
@philprocariojr3563
@philprocariojr3563 Месяц назад
@Hitsujioyaji I have 2 Halot Mage Pro 8k printers and a K1 Max. Thanks for watching!
@modelenginerding6996
@modelenginerding6996 Месяц назад
I think it's funny, I was modeling the same veritech in Plasticity. Would have been nice to have had these blueprints 😅.
@philprocariojr3563
@philprocariojr3563 Месяц назад
@modelenginerding6996 I picked up the model kit from the hobby store for the model sheets. The kit is way smaller than I want, so I am printing one at a much larger scale. The ones online are very low resolution, so I understand what you're saying. I scanned the sheets at 600 dpi, which came out very clear & clean.
@modelenginerding6996
@modelenginerding6996 Месяц назад
@@philprocariojr3563 Very cool. That's a great idea. I'm loving Plasticity for those kinds of projects.
@philprocariojr3563
@philprocariojr3563 Месяц назад
@modelenginerding6996 It's incredible how quickly you can model things in Plasticity compared to other CAD apps. It has been a handy tool for model-making.
@damianrix7861
@damianrix7861 Месяц назад
Thank you!
@philprocariojr3563
@philprocariojr3563 Месяц назад
My pleasure; thanks for watching!
@yakusa_3dart
@yakusa_3dart Месяц назад
Thanks, I suscribe this channel
@philprocariojr3563
@philprocariojr3563 Месяц назад
@pixerone8106 Thanks for watching and the sub.
@esslinger74
@esslinger74 Месяц назад
great tutorial !! thank you
@philprocariojr3563
@philprocariojr3563 Месяц назад
@esslinger74 Thanks for watching and taking the time to reply.
@andriangontsa7139
@andriangontsa7139 Месяц назад
Thank's man!!!
@philprocariojr3563
@philprocariojr3563 Месяц назад
@andriangontsa7139 My pleasure! Thanks for watching!
@georgeluna6217
@georgeluna6217 2 месяца назад
9:35 Have you ever tried the Quad Remesher plugin to see how it affects the model after importing this to Blender? Many thnx!!
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@georgegeluna6217 I was trying this the other day. I ran a bunch of parts through the Quad Remesher plugin and found that the results depend on the complexity of the geometry. The more complex the model, the more polygons it took to get a usable mesh. I couldn't get the polygon count down where I wanted it on the complex parts. Once I figure out the best settings, I plan to make a video on the results. Thanks for watching!
@shokk1967
@shokk1967 2 месяца назад
Thanks for this 😁
@philprocariojr3563
@philprocariojr3563 2 месяца назад
You're welcome: thanks for watching.
@Brocknoviatch
@Brocknoviatch 2 месяца назад
Can you match the draft angle of another face?
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@Brocknoviatch Not sure exactly what you mean since there are many different instances of this. As far as I know no. In some cases you could use the match face command.
@alienmorf
@alienmorf 2 месяца назад
Hey, thanks for you video. Just one question I have - where I can get info about G1 G2 etc continuity? ;)
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@alienmorf www.aliasworkbench.com/ Thanks for watching.
@hchattaway
@hchattaway 2 месяца назад
I just did something like this on a model i'm doing... How come on the model in the video, there are no other instances of that duplicated object in the outliner?
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@hchattaway That's how it works when you use the place command. If it created pieces rather than just cutting away, such as nuts or bolts, they would appear in the outliner. So, essentially, it cuts the feature away and leaves a single solid object.
@ennisyui
@ennisyui 2 месяца назад
Nice video. I'm just wondering is the cutter just few pieces of sheets or it is a solid? Or does it even matter? Thanks in advance.
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@ennisyui The cutter is just a simple solid that encompasses the feature. It does matter, but the method you use needs to match the piece you're putting in it and whether or not you want them separate or as a water-tight single piece.
@dietmarreiss9248
@dietmarreiss9248 2 месяца назад
Just Wow. This Tip is changing my workflow.Thx a lot.
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@dietmarreiss9248 It is good to hear that you found it useful. I am glad it helped.
@DmitriSkif
@DmitriSkif 2 месяца назад
How did you perform "Move and align to surface" action at the beginning?
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@DmitriSkif I hit Ctrl-D.
@AdamLevyArt
@AdamLevyArt 2 месяца назад
Sad that without history this is destructive operation
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@Adam-Levy I completely agree. I have seen that they plan to add history at some point in the future, but I am not sure when. My other CAD system has a history; to be fair, it also comes with its own set of issues. The only way I have ever seen history done where it is not a nightmare is when it is done as a node setup rather than a tree. So, I hope that when they add history, it will be in a node form. Otherwise, history will add a lot of complexity and force you to spend a massive amount of time on design intent. That would make the conception phase of Plasticity slow and non-intuitive. Right now, I just group all my construction elements and hide them so that it is pretty fast and simple if I need to make changes. It is not perfect but it works. Thanks for watching.
@dsngjoe2
@dsngjoe2 2 месяца назад
Just trying out the program but ran to an odd issue. Everytime I adjust to MM, the grid disappears. When I move back to inches it reappears. Anyone seen this before?
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@dsngjoe2 Did you change your Grid size and accent lines? Also, you could try Ctrl-Shift-R a couple of times. I have not heard of this, but you might want to file a bug report.
@jamesswartz2203
@jamesswartz2203 2 месяца назад
I am having the same problem.
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@dsngjoe2 @jamesswartz2203 Try hitting the number 3 on your Numpad and see if the grid shows up.
@CharacterDev77
@CharacterDev77 2 месяца назад
I wish there was a shelf for the tools like Maya
@philprocariojr3563
@philprocariojr3563 2 месяца назад
@AnthonyHayesAbyssartsStudio I used to think that way, but if you learn the shortcuts or set up your own, I don't think you will miss the shelf.
@JoshuaMerrill042
@JoshuaMerrill042 2 месяца назад
Very interesting. I didn't know about the Imprint body to body command. Thank you for the walk-through.
@philprocariojr3563
@philprocariojr3563 2 месяца назад
You're welcome; thanks for watching.
@2danshepherd
@2danshepherd 2 месяца назад
The "imprint body body" command was very helpful. Thanks.
@philprocariojr3563
@philprocariojr3563 2 месяца назад
Glad you found it helpful; thanks for watching.
@user-kb2qz3gj6k
@user-kb2qz3gj6k 2 месяца назад
thank
@philprocariojr3563
@philprocariojr3563 2 месяца назад
You're welcome; thank you for watching.
@MexaGfx
@MexaGfx 2 месяца назад
thank you Great Tip
@philprocariojr3563
@philprocariojr3563 2 месяца назад
You're welcome; glad you found it useful, and thank you for watching.
@ytskt
@ytskt 2 месяца назад
Great tip. Thanks!
@philprocariojr3563
@philprocariojr3563 2 месяца назад
Your welcome. Thanks for watching.
@Spacedewelope
@Spacedewelope 2 месяца назад
can you adjust and undo the boolean?
@philprocariojr3563
@philprocariojr3563 2 месяца назад
Not sure I understand. You can adjust and undo the boolean, but there is currently no history, so you would have to hit ctrl+z to undo and re-adjust.
@pranavtyagiofficial
@pranavtyagiofficial 3 месяца назад
Hello , Just wanted to thank you for making these videos but i am a newbie in surface modeling and i am having a hard time in understanding what a span and degree means , i know from your previous video that 4 point curve is 3 degree and also that a single span gives a smooth surface but why are we making these in the first place and what are they used for ? Can you please make a video on this ? Thank you very much!
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@pranavtyagofficial Thanks for watching. I plan to make a bunch more videos covering this subject. They take a lot of time to make, so I can't tell you how fast I will be able to post them. Another issue I have right now is we lack the analysis tools in Plasticity, for example the curvature comb. Without these tools it is had to show a lot of things. Take a look at this page, as it has a lot of valuable information. www.aliasworkbench.com/theoryBuilders/TB2_nurbs2.htm www.aliasworkbench.com/
@JacksSpaceGames
@JacksSpaceGames 3 месяца назад
Thanks for this cool tutorial!
@philprocariojr3563
@philprocariojr3563 3 месяца назад
My pleasure; thanks for watching!
@hatac
@hatac 3 месяца назад
There is a third way if you use the off set of method 1 and then just move the lines individually you can get your precise distances.
@kingcognito
@kingcognito 3 месяца назад
Thanks for the video. One thing it clearly shows is how much work Plasticity’s exporter still needs. Not saying one can’t get anything usable out of it, but if you need or want even somewhat clean and optimized topology, it’s going to take a lot of clean up. Ngons are hiding (not fixing) some of the issues, but even there you can see how many poor choices the algorithm is making with edge connections, all those discontinued edges creating unnecessary triangles and lacking control over local detail. Not to even mention those higher degree surfaces. As a workaround, in some cases you can/need to export a highpoly and rework the topology using automated and/or manual tools in f.ex. ZBrush or 3DCoat.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@kingcognito Thanks for watching. I agree that, depending on your individual use case, you may need to rework the topology in some cases. If I were going to use models in a video game, I would probably rework them, but I usually make actual real-world physical models from my designs, so in my case, I don't need to. My main focus right now is to show people how to work with the tools in their current state of development.
@marsmotion
@marsmotion 3 месяца назад
game models have to be much lower res than most of whats happening here. i can use techniques in blender to get the high and low at the same time, see chamfer zone's revolver tutorial. technique outlined there. i love plast but the amt of cleanup for game assets is kind of alot of work still at this point. also ngons kind of hide the geo your really gonna get. makes it much harder to asses whats really going on. ngon is just hiding polys from view it still makes them.
@kingcognito
@kingcognito 3 месяца назад
I agree with the ngons and the amount of clean up required. Disagree about the game models needing to be much lower res - unless we’re talking about mobile. Most other platforms can handle polygons just fine and there is no need for jagged visible polyedges in modern games. In fact, it’s often sensible to save time and move to the next asset, rather than optimize everything down to their last vertices and/or go with few more polygons to avoid those long thin triangles that can clog up the shader pipeline.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@marsmotion You are correct, Plasticity is not a good fit for everyone. I always tell people to use whatever tools they are comfortable with. At the end of the day, it's the results that matter, not the tool you get there with. I also try not to tell people how things should be done because it's different for each person. At the end of the day people should just be creating great things and having fun doing it.
@stupidity_incarnate
@stupidity_incarnate 3 месяца назад
Thanks for this video. I'd never really understood the usefulness of this tool before.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@stupidity_incarnate Thanks for watching!
@user-kb2qz3gj6k
@user-kb2qz3gj6k 3 месяца назад
Thanks bro
@philprocariojr3563
@philprocariojr3563 3 месяца назад
My pleasure; thanks for watching.
@jameshakola3603
@jameshakola3603 3 месяца назад
I like that you're making some Macross stuff-- good use of the app! A third panel line method is to create a new body by cutting the object along the intended panel line, then chamfer each side of the two edges that meet. This gives a v-shaped scribe line... which is sometimes nice. It's little more crisp than the rounded channel, but a tad more subtle than the rectangular one. I also like that if I'm going to print and mold the part, the mold will probably not catch air bubbles, or tear quite as soon at a V-shaped scribe line. Depending on the depth and scale of course. But all three I would find useful, for sure. Cheers for the cool video!
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@jameshakola3603 Thank you for the feedback! I'm a big Macross fan, for sure. It's something else I grew up on. I just finished the gun, and I am working on the VF-OS now so I can make a custom 4' tall version with my spin on the design. I like the idea of using a V-shaped scribe line. I had planned on doing a video of a few other methods as well, maybe I can add that method to the video. Thank you for the sub and for helping me grow the channel!
@julia_aman
@julia_aman 3 месяца назад
Thank you VERY MUCH for your videos! They are extremely important and helpful for people who came from polygonal modeling and is trying to figure out it all! ❤
@philprocariojr3563
@philprocariojr3563 3 месяца назад
Thank you for watching! It's nice to know people are finding my videos useful!
@modelenginerding6996
@modelenginerding6996 3 месяца назад
Very helpful, thank you.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
You're welcome, I'm glad it helped.
@Fasimedes
@Fasimedes 3 месяца назад
Thank you sir. New subscriber here 😊
@philprocariojr3563
@philprocariojr3563 3 месяца назад
You're welcome. Thank you for the sub!
@Fasimedes
@Fasimedes 3 месяца назад
Awesome! please make a "single span" tutorial :D
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@JoseMendoza-mc8ic I just uploaded the first video on single-span curves and hope to make one on single-span surfaces soon.
@nickkallen1
@nickkallen1 3 месяца назад
I recommend that you start with face angle tolerance = edge angle tolerance face plane tolerance = edge plane tolerance This will give you SLIGHTLY better edge flow on a model like this
@lunch7553
@lunch7553 3 месяца назад
very useful, was wondering if you can use ngons in substance painter or UE5, I have never used ngons before as I always model in quads
@philprocariojr3563
@philprocariojr3563 3 месяца назад
Once you get your UV mapping done, all you have to do is triangulate your mesh. That way, no matter what you're sending your model to, it will not matter.
@lunch7553
@lunch7553 3 месяца назад
got it ty~
@gabrielegagliardi3956
@gabrielegagliardi3956 3 месяца назад
Iif you triangulate your ngon mesh it may happen that some bevels will go crazy, i usually go in edit mode > select all > Ctrl Shif T (this command triangulate the mesh destructively and gives you a preciew of what the triangulste modifier will do) > ctrl Z to delete the triangulation (i just needed it to see what will happen in the future). if you have no bevels the object will be good 99% of the time even with ngons, if you have a 3 or 1 segments bevels be ready to do some type of manual triangulation in order to avoid sahding errors. In general ngons modelling is preferable for game assets with a lower tris count, it's a standard procedure to use ngons in modelling, uv mapping will be harder and sometimes manual triangulation gives you an headache.
@Grom84
@Grom84 3 месяца назад
imo it's better to add filets and bevels inside main 3d modeling app rather than fiddle with exporter settings, it'll never get those round corners right.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
I'm happy with the export results I am getting.
@JacksSpaceGames
@JacksSpaceGames 3 месяца назад
Thank you!!!
@philprocariojr3563
@philprocariojr3563 3 месяца назад
You're welcome! Good to hear it's helpful.
@JacksSpaceGames
@JacksSpaceGames 3 месяца назад
@@philprocariojr3563 very helpful!
@chokichoka
@chokichoka 3 месяца назад
Thanks, it's helpful !
@philprocariojr3563
@philprocariojr3563 3 месяца назад
Glad it helped!
@Contactbps
@Contactbps 3 месяца назад
Thank you Phil, Information in this video is very helpful :) Are you available in Plasticity discord group? :)
@philprocariojr3563
@philprocariojr3563 3 месяца назад
Yes, look for GrimMoroe
@MatheooPL
@MatheooPL 3 месяца назад
awsome! what is the difference between "raise degree" and "subdivide" command for a curve in Plasticity?
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@MatheooPL I'm not sure about the technical difference. When testing both, you will notice that they raise the degree by 1, but they do it differently, and I'm not sure exactly what that is. I'm getting an answer to this question now, though, and I will let you know what I find out.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@MatheooPL Nick Kallen got back to me on this. Raise degree does exactly what it says and subdivide adds spans. Spans - sub sections of the curve. Higher degree curves will have fewer spans (for a given number of CVs) and a greater degree of smoothness between spans.
@MatheooPL
@MatheooPL 3 месяца назад
​@@philprocariojr3563 I get it now. Thank you very much!
@baril3d
@baril3d 3 месяца назад
@@philprocariojr3563 By this I assume it would then be best to use the raise degree command for smooth surfacing? Great video by the way
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@baril3d Actually, the degree of the surface is not what determines its smoothness. Higher degrees just allow for tighter bends in the surface. (More curvature)
@dbmd_uk
@dbmd_uk 3 месяца назад
Great video, very helpful. Thanks! Curious about "degree 2, 3, etc" videos.
@philprocariojr3563
@philprocariojr3563 3 месяца назад
@dbmd_uk ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-t-f86zb-4_g.html I made this video to help describe what they are and how and when to use them. More will come later.