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Modeling a vintage camera in Plasticity for Blender users. 

Christopher 3D
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In this modeling tutorial, we take an introductory look at the Nurbs modeler, Plasticity, as an adjunct modeler for people who use Blender. Plasticity is a new-generation Nurbs CAD-style modeler targeted towards Blender users who want to do product and hard-body type modeling.
#plasticity #blender4 #nurbs

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1 окт 2024

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Комментарии : 22   
@sintelaris
@sintelaris 8 месяцев назад
Thank you for everything you do. Those are the only tutorials I've been interested in since the middle of 2023.
@Gormilein
@Gormilein 8 месяцев назад
You create solids right away when extruding regions in face mode. You only create open sheets when in edge mode. Just a thing to know, saves you the trouble of patching up your sheet everytime. It was a pretty odd choice to loft all the sheets for the middle section. Just extruding out one of the faces and pressing "b" to create a new body would have been a matter of two seconds. That pressing b is necessary in order to not boolean extrusions together is a choice of efficiency because most of the time you actually want to build on top of other objects. This saves the additional boolean step. Extruding out separate objects is a bit less common, therefore it is not the standard. Also, you do not have to trim your sections down. The autosections are good enough, it just takes too much time to draw extra lines and trim everything off. It makes no difference. The last shape you built with the sweep should maybe have been a revolve. It saves you the guide building. When doing a freestyle move you did something wrong. You do not need to change your construction plane in order to freestyle move. This should work into any direction. Another fast way to snap to stuff is dragging the gizmo and holding ctrl to snap to various elements. Also all this model can be done with solids only - every single shape. It's not really necessary to flip flop between solids and sheets back and forth. In fact for beginners I would strictly recommend to stick to solids because they are much more robust and don't run the risk of not joining up again.
@iainpendery8623
@iainpendery8623 7 месяцев назад
Been a great fan of your Blender courses for some time. I recently started using Plasticity to help create more complex geometry, so this tutorial was very timely. Would love to see more as your style of teaching is great!
@Bill3D
@Bill3D 8 месяцев назад
Great tutorial! I've been using Plasticity for a while now, and even you are a beginner in plasticity, I learned something valuable from you. I know there's still a lot for you to learn on it, like if you want creating a new body without joining it with the existing one you have just to clicking 'B' for new body 😛Thanks for sharing your knowledge and helping us improve our skills!
@BrentonWoods774
@BrentonWoods774 8 месяцев назад
Can you create NURBS text in Plasticity and apply all sorts of interesting bevels and stuff to it? In Blender most of it is impossible because of nasty topology.
@christopher3d475
@christopher3d475 8 месяцев назад
You should be able to. I have more experience with this in MOI, but the abilities would be the same. In fact I have a series of projects that use 3D type (logo work), where I develop the letters and form in Adobe Illustrator, save in PDF, and bring into MOI. MOI converts them into equivalent NURBS curves and I then create 3D nurbs objects from those. As part of the process I use the fillet tool to create bevels. This process is much more efficient than trying to do the same with polygon structures for the reasons you outline.
@fleabillydesign
@fleabillydesign 7 месяцев назад
Question... im working with a rhino export (obj) of a lamp shade that is just an outside face that is also the inside face. is there a way to make it a (thin) solid that does not compromise the normals?
@christopher3d475
@christopher3d475 7 месяцев назад
Don't model it as a solid, keep it as a surface only and just apply the shading in Blender as two sided.
@MrEe1010
@MrEe1010 7 месяцев назад
Could you do this tutorial in 3ds Max? I would be interested to see how you would model it in that.
@christopher3d475
@christopher3d475 7 месяцев назад
I haven't used 3ds Max so I wouldn't be able to do that.
@StevenWhite-w6p
@StevenWhite-w6p 7 месяцев назад
Just FYI but you don't have to click on a numeric field to copy it in Blender, just hover your mouse over the value you want to copy and hit Ctrl-C. Also, you don't have to just use screen space in Blender, it has a workplane. You just create a custom orientation under transform orientations based on a selection.
@christopher3d475
@christopher3d475 7 месяцев назад
Yes thanks for the tips, I'm aware of those things. Just force of habit that I click the field to copy. Blender's custom transform is similar but not quite the same as a grid system used in other applications.
@StevenWhite-w6p
@StevenWhite-w6p 7 месяцев назад
@@christopher3d475 No, not quite the same but it re-aligns all of your tools to work on an axis you specify which at the end of the day is what a workplane is for. And in Blender its easy to switch between your custom orientation and world axis with a toggle of the axis key.
@TheLeonardProduction
@TheLeonardProduction 8 месяцев назад
Interesting, so it's kinda like the 3D version of vectors, using instructions to create smooth lines instead of directly placing or editing stuff
@Anojonn
@Anojonn 7 месяцев назад
Can this be brought into blender and textured easily? Or is it a nightmare to realistically texture?
@christopher3d475
@christopher3d475 7 месяцев назад
Yes, quite easily. NURBS models are converted into polygon meshes that can be textured just like models you create in Blender. In fact they have an add-on to make the transport quite easy.
@BellieUnholie
@BellieUnholie 24 дня назад
@@christopher3d475 Hello Christopher! First off - thank you so much for all your amazing videos, you have been a vital part of my journey in my 3D career. My question is - once you bring in converted nurb-to-polygon meshes into a polygon software like Blender, isn't it hard to create nice seams for UV unwrapping with the kind of topology that is created? Or are the main loops still maintained with some jumbled vertex connections in between so that placing seams is still easy? Thank you in advance and keep doing what you do!
@christopher3d475
@christopher3d475 24 дня назад
@@BellieUnholie Typically nurbs applications create UVs automatically and embed those in the resulting export geometry. This is the case for MOI, I would need to check with Plasticity, but I would assume they do this also. They're typically overlapping islands of UVs however, but you can use the 'Average Island Scale' and then 'Pack UV's' to get them spaced out and usable within Blender's UV editor.
@kenw8875
@kenw8875 8 месяцев назад
use a chordal shape for your bevel when boolean’n the cylinder to the main body. the resulting bevel will be a constant radius fillet, a la true cnc machining
@MetalGearMk3
@MetalGearMk3 8 месяцев назад
I wish there was a separate curve and edge selection filter.
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