as a concept artist myself, is it finally the dream modeling app ? what i wish is to have something similar to box cutter addon in blender but with cad ,the alt+x function of hard ops to mirror in any direction according to the origin that you place where you want and blender controls as well ( like the snapping the ortho view with shift in blender or even a gesture based navigation like the advanced transform addon ( but this one is just a preference ) ,having the crazy bevel of shapr3d ,some mofifier maybe like bend of twist and also something like free form in fusion 360 would be neat ,damn man if you do something like that combining blender and cad , you're genius and you'll have my money for sure
@L This sounds a bit complicated, its the reason something like Fusion differentiates between surfaces and bodies, there are no 'verteces' to pull. If it can be done though it would be very useful.
Not to take away from Plasticity-it looks like it has a great potential to become a MOI competitor-but it'd be great if the Blender Foundation would modernize and upgrade it's built-in NURBS tools. NURBS in hard surface modelling are awesome, allowing you to just focus on the concept and worry about topology later. When I look at the construction history in the likes of Fusion and Solidworks, the parametrisation control of each step of the modelling process is awesome. Combine a NURBS frontend with a Max-style Edit Poly modifier, drop a Multires for sculpting on top of that and it might be a pretty awesome non-destructive workflow. I'm not a programmer so I don't know how feasible this is, probably be a formidable challenge to get to work. That said, hope Plasticity comes to fruition, MOI is great but the development speed is glacial, understandably so given that it's one guy.
Global variables would be awesome. When you place the helix thread and set the angle it would be great if you could link that angle to the draft angle. As a designer it is infuriating when you finish your model and it’s decided let’s go taller/wider/increase angles etc so you change your base model and it breaks everything. Solidworks feature tree is pure genius I would love to see it in 3D modelling programs.
Wow. I love how you combine Blender and CAD and keep things simple for artists. I can see this is going to be a major tool for artists. Truly amazing work!
It really needs an ability to export to STL if you want to 3d print stuff. It's more convenient to use than stuff like Fusion 360 and probably will be cheaper so if you are 3d printing on a budget, plasticity will be a good fit for design.
I'm super excited to try this eventually. Fusion 360, as great as it is, it hasn't been cutting it for me lately especially with its price. Keep up the fantastic work!
The way you describe what you're doing AS you're doing it, instead of giving seperate, interrupted instructions, somehow "just works" for my AUDHD brain. Thank you!
Lost me constantly trying to figure out what you did and how you did it. Shortcut keys helped, but I am way too slow for so little explanation of how while you are doing what you do. I LOVE the software and thank you for it. I admit, I am lost after several videos still. INCREDIBLE SOFTWARE. I will PAY to own. Just need beginner/noob tutorials before I can do this video.☺
I’m just gonna say it now! Game changer, you’re program has the potential to beat blender it’s so intuitive my mind can’t comprehend how fast the workflow is. Do you plant to expand this program beyond just cad like stuff.
Amazing work, and looking forward to try the full version, a feature that I look forward to is the capability to draw lines (sketches) using the view port plane (axis) and cut using the normal of the view port, not sure if it is just me but it breaks the box and restriction that we always had with cad modeling where you need another face to align with, so far only zbrush and some blender addon have this feature so would be amazing to do it in cad program, anyway looking forward to see the upcoming updates and good luck
Keep going, I want to see more videos if you have time! This could explode in the community with great pricing options and more artists getting involved. Is there any email that we can contact you for beta testing? Thanks!
I agree. This sure looks like a tool that is a perfect middle ground. I shyed away from CAD because of pricing or approachability. And I never could warm-up to BoxCutter (even though it's a great plug-in) because it just doesn't feel like it is neither poly nor CAD modeling. So glad I dicovered this because it may finally successfully get me into this kind of hard-surface modeling. I applaud you!
Congrats, looks really great. Just downloaded the beta to see if I can use it to design sculpture for 3d printing. The forms I use are sort of in between mechanical and organic so it will be interesting to see how the program handles this. Would you want to do a video where you model somewhat more organic forms?
Amazing. Being a Rhino User I really like your approach of simplifying things. Will there be a measurement command in the future? Like in Fusion or Lightburn would be fantastic, just press ‘i’ and click or hover over an element to get its length or radius. Oh and Layers or Containers would be nice too :)
This software seems like it has some serious potential. I love the very intuitive approach. Cant wait to see how it ends up. Are you planning on having any visualisation options, materials etc?
Okay so I just reproduced this object using this tutorial, and exported it as .obj, and then imported it into blender 3.1.2. Had to scale down by over 1000. There's a big error with the broad smooth surfaces of the cup cylinder above the threads, they have broad inward dents. Topology not nearly dense enough in those areas to produce cylindrical shape. Also object is not 3D printable, lots of non manifold and other errors and not really sure where to start trying to fix that. However the workflow is very enjoyable and quick!
I started with nurbs but it went to the wayside, now working in blender and 3DS it's a deep change to see this coming around. Would love to test drive this software.
Came here from GameFromScratch. Neat program. I miss NURBS workflow for hard surface modeling. Currently using boxcutter and such in blender and there's always times when I know a nurbs solution would be much simpler. Thanks for making this and thanks for making it affordable. I wish you the best success!
Wow, this is looking great! NOW…is there a way to patch model with arcs? Also, is there a possibility you could add Maya key mappings/viewport navigation? Definitely will try to get into the beta for this. I was a beta tester for Amapi3D one version before the company died and sold off the poly modeling counterpart Hexagon. I was so pissed when Amapi died because the NURBS curve/spline tools were perfect for me, converted to great polys, played nice with Maya, ended up saving me a lot of time for what my new workflow was going to be and ultimately it kind of set me back a bit after it was gone since other tools weren’t giving the kinds of options for curves or to get that point the learning curve and cost was so steep it was prohibitive.
Im increadebly impressed with this program so far, I'm intrested to see what kind of meshes this will produce on export? I use solidworks at my job so Im fairly familier with a CAD parametric workflow but I also do a bit of modeling for games on the side. Im not sure if this is intended to become a non destructive parametric tool in the future, but the ability to perhaps set "rules" for creating the poly mesh in each order of operation might be a cool idea. For example If you put a fillet on an edge, you'll also have the option to set the resolution of that fillet so that when you export a polygon mesh you dont end up with a bunch of uneven and wildly ununiform edges.
Got here through Arrimus3D video showing your tool. It is quite impressive! I think you should set up a Patreon or something to help with income while you work with this tool, because I'm betting there are a lot of people that may be interested in contribute, even if only financially. Also, the UX is great overall and I think the object tree on the left side of the screen could be made transparent, placed inside the viewport and toggable, so you can reduce it's size and avoid clutter.
I dont anticipate making the tree view transparent for two reasons. One, it puts a lot of extra pressure on your gpu for basically a dead region. Two, the scene outliner is going to have a lot more features eventually Still, I’ll bear it in mind
this looks really really good! my only fear is performance, I kinda like fusion as well, but i feel like it slows down rather quick as your projects shapes form. will Plasticity be different in that regard?
Many NURBS operations are more CPU intensive than polygonal equivalents, there's no avoiding that. However, I think a lot of performance/interactivity issues are about program design. For example, there's no fundamental reason a complex scene -- a scene with lots of objects -- should ever be slower with nurbs than polygons. However, booleaning two individual complicated shapes (like a helix around a drafted cylinder) is never going to be 60fps. Performance is not currently my focus (rather, it's features/bugs) but it will be important for sure. A lot depends on what specifically you find slow about Fusion
Amazeballs ! Man, you doing something great! Idea to make CAD software for everyone who isn't have Engineering degree kinda lit. I hope we all see app soon )
Very cool! I saw your project on Arrimus3d. I'm watching closely. I'd join up, but I can barely use AutoCAD so I'll wait for a bit before I ask for the discord. You don't need some CAD noob as a distraction :)
Looking forward to how this shapes up, very cool. Are you planning on having similar toos to say fusion for surfacing so someone like me would be able to build a car?
we'll see. right now the focus is getting solids working well. then curves. then surfaces. I think the goal off surfaces will be largely for artists so things like gN continuity or whatever won't be a priority
WOW! awesome app you're making! Is there a way to rotate the viewport freely? Now if I zoom it moves to the axis of the model. Movement of the view like SketchUp/Blender would be great
Two days with this program and I'm diggin it. I just wish I nd a computer that would work as fast as I need to go. I also can't wait to be able to go straight to my slicer then to print.
@NickKallen I was just messing around and was checking out the render modeling mode and noticed the studio in the sphere reflection. You know what would be cool....if you could some how incorporate a more personalized feel by allowing a web cam to reflect on shiny objects making the user feel more at home. It's reflecting the users studio. I'm just spit balling here.
Neat app, and cool features except I have no idea how any of them work because you're just breezing through it. Edit: I do like that it's like Fusion 360 meets Blender. Kinda cool.
Started playing with Plasticity. The lack of alt-LMB for rotating the camera immediately feels very alien and is going to grate a lot of people who are used to adjusting their basic camera controls. Field-of-view also feels extremely strange and I can't adjust it. Inability to select curves or solids with a click is also very very weird. Any idea when these sorts of very basic quality of life features will be coming in the future? I can't really test the program for more than 5 or 10 minutes at a time before those eccentricities really just become nails down a chalkboard. Huge shame given how incredibly powerful the software itself is.
I know I'm commenting on an old video but the push pull on the planes do not always work. Same with sliding an edge often. I'm using the latest version. What am I missing. Do moving edges need to be right angles or some thing? Or am I having a selection problem? Do I need to dis connect something? It does not seem that the vertexes are able to move.
I have a question about your mirroring function, though I'm not 100% sure how to word it. It seems like it will alter similar geometry that is opposite of it, but what if there is no similar geometry? What if the geometry is quite different? For instance, what if I do the mirror of someone's face onto the back of their head?
Sometimes you just select one edge and all the other edges in the loop are filleted. Sometime you have to manually select each edge to fillet. Which is the logic? How do I know if I need to select just one or more? I don't understand.
wow just wow. I am using fusion for those type of stuff and lately hops/box cutter in blender , but this is look amazing really. Is there a way to download/test/buy this ? thanks.
Hey I'm someone following along with this tutorial I'm confused about how or what key/s to hit to snap an object to another object, like here at 3:50, when you snap the ridge square to the side of the lid. great tutorial and a great way to learn the basic controls
Been using siemens NX for hardsurface modelling for years but I am definately keeping my eyes on Plasticity from now on :D Question: What kind of GUI framework is used? imgui variation?
I think you should try to contact artists like keos masons to give the most accurate feedback, otherwise you may not be able to accurately improve the real artistic and commercial creation process. He has a channel of the same name on RU-vid. Finally, remember Mike Nash, my favorite artist again.
if you will add more blender like shortcuts it will be killer software, for example axis snapping with MMB while Move object, snap to view with alt button
hey nick came here from gamesfromscratch and thought it looked awesome. It's like fusion360 without the annoying parts and it seems that it could be great for my simple 3d printing parts. Will there be a timeline like in fusion360 so you can change a part completely by editing it "in the past" like fusion does? would be cool but understandable if it won't be possible cause of the boolean modelling
@@nickkallen1 I understand. Still, it’s a shame, I was thinking something like Shapr3D for iPadPro it would be a great addition to ever expanding 3D apps on iOS (NomadSculpt, Shapr3D, etc). Anyway, good luck and it’s looking great so far 👍
oh by the way ,in Plasticity ,can you snap the view in ortho like in blender with alt when you orbit around the model ,makes things easier to me than clicking on a button like fusion ,or pushing 1 2 3 for changing views ( espcially for azerty keyboard ) oh , and does it support selecting edge loop ..or continous edges like in blender with ctrl ..in fusion or moi selecting edges one by one is so annoying
I found the answer reading the comments. I use Spaceclaim in conjunction with Rhinoceros. There is a plug-in to export-import the models back and forth between the two running programs. I create all basic free form shapes within Rhinoceros, then I export with just one click the model inside Spaceclaim. I can add holes and fillets, repair the surfaces and do a lot of modifications not possible within Rhinoceros. Please add in the future versions in-out of solidworks/x_t files.
Does this have measuring tools for 3d printing. I use design spark often and this looks good. Also looking for the ability to go off of reference images in the background like blender or zbrush allows. Looking forward to seeing more though. Looks promising.
@@nickkallen1 Have you ever heard of Umake? It would be awesome if you could add stuff like that in there but I know it's most likely not going to happen. It reminds me of Scott Robinson and his use of Sketchbook pro. I am a concept artist and find most programs bloated but yours looks cool from what I've seen so far.
@@nickkallen1 will you at least have more import-export options such as stl, svg, etc? If you did you'd have way more people coming from the 3d printing world. It's like tinkercad on steroids. I'm looking for something to concept armor for characters in my art as well as weapons and such.
hey! 3d artist here (tech artist /rigger / assets) love this app so far, curious if you've given thoughts to how this might translate to something like an ipad UI, I've been really enjoying modelling on the go with nomad sculpt lately and while there ARE hard surface modellers on ipad this seems a league above them!
Wanted to ask, does the fillet operation work simmilar to Shapr3d? I mean, is it possible to do those large multi edge fillets? I tried Moi3d, it's good for simple chamfers/fillets, but calculations fail on intersections. Thanks!
In future will the mirror function be a modifier, i.e. non-destructive? I just saw one of your videos where on the left side of the screen you have a pane for modifiers? Did I understand that correctly?
Can we change the Shortcuts what we need Like in vid ctrl+H is Solo mode insted i want / And period . Key for focus Also the quad view I would like to participate in the Beta testing too Sent mail too...
@nickallen1, Amazing job! I would like to be a beta testers if it is possible. Also, what NURBS engine are you using? 3rd party one? or did you implemented from scratch?
Modifiers yes in version 2.0 or the pro version. Nodes, not really. It’s a big ui project and I’m not personally into the look of node based stuff as compared to the more artistic destructive look. But plugins, who knows
I saw your repo on github for plasticity. Are there build instructions for linux?. I kinda wanna test it out it looks fun, and it's not working with wine. Great app btw!
@@nickkallen1 I am so hyped for that software. Can't wait! If there gonna be good export and import options or even some kind of "blender bridge", its gonna be a dream finally come true.
Hi! this is really exciting! im curious if this would be a free software or subscription based... or if its a onetime purchase.. and when it would be released. this is something that would help me alot for my hardsurface assets.
Amazing. What export/exchange formats will be supported? OBJ, FBX? Will it export STL? Will there be a way to adjust mesh-density on export or any other tools that help exporting something that makes re-topologizing "easier"?
@@nickkallen1 Btw, I am taking a "fast forward" tour through all your videos. The rate at which you develop not only the core-mechanics but also the UI and quality-of-life features is impressive. I know close to nothing about software-development - let alone programming a 3D-environment - but to me the progress from bare-bones to refined product is mind-blowing. :)