Plasticity 3D Tutorial | F1 Spaceship Concept | Surface Modeling (Quicktip23) Get Plasticity on www.plasticity.xyz/ and save 10% discount code: "SWAGGER" www.artstation.com/cinekopp4d / christianschweger
Such a cool process. I won't say you make it look easy, but you definitely make it look like no issues are insurmountable, as long as you know the software well enough. Truly a pleasure to watch. Cheers.
Einfach nur Göttlich! After 20+ years of Solidworks I can only marvel over what a 99 Euro application can do. Love Plasticity and love Your efforts for the community. Thanks allot!
Plasticity has of course had the many benefits of seeing what works best for many different types of modellers - much of the functionality has not been 'invented' as a first of it's type but rather seen to work well in other software that were actually he first to 'invent' or use that particular modelling paradigm. Nonetheless, NK has put Plasticity very well together in a great UI for sure, but it's the recent Parasolid kernal's functionality, that's the real star. Solidworks could do exactly the same if it weren't for the way it was originally set out to operate. Other software works very similar to Plasticity - maybe not as wizzy I'll agree.
No one else is showcasing freeform modeling and design like this in Plasticity. I just love how your thought process is visible through every video, how you build to rebuild. Thank you so much, this is so... SO INSPIRING
Many of the others YT Plasticity content, is pushing their channel either through either sales of training, or 3rd party advertising. KS content showcases highest level modelling achievable in Plasticity often with next release software - I've given up watching everyone else except KS.
@@cekuhnen well, if this is only what you do in modelling, and Plasticity does it as well enough, then any software is possibly in trouble - remember, you can only go on what is demonstrated and not assume anything else, then it's fair to say Plasticity has enough for you. But in general to say Plasticity is rivalling Rhino, or actually any other CAD that's been developed for 10 , 15 years etc, then I think observers are too much in awe of how it's being showcased and not yet knowing it's shortcomings.
@@TAH1712 yeah I left Rhino because in 2023 it is still a poor modeler. It has 100s of tools and most of them don't work as good as needed. that's what we switched to Fusion360 happily. I don't need 10 ways to draw a line - I need good tools and edit abilities Plasticity is also just a modeler - no texturing no rendering no drawing etc.
@@cekuhnen In that case, your right, you know what you need. Once a tool is made, it can often get left behind if a better tool is invented. Plasticity is great - certainly take a look around YT to see many different designers doing their thing with it. No better bang for buck if it does exactly what you need and It already has the all the tools you use. Seemingly, it's modelling flexibility and creativity is unrivalled - but to me that's not everything.
It would be a real pleasure to see you modelling with Plasticity. I'm pretty sure you would contribute a lot to the community. Your skill with Rhino is awesome.
@@archiplanservices3746 Thanks for the compliment. At the moment, I am struggling to use Plasticity competently. Perhaps, I am too used to the Rhino and Alias workflow. 😅
@@simpernchong if you can beat out a shape with the tools you know, why change to another tool? Doesn't Alias and Rhino have a bigger offering of alternative shape solutions? Plasticity is amazing amazing unbelievable value for the price...but is it actually better - is it? How do you see the benefits of Plasticity?
Please can you make video of xbox game controller ? I am stuck at one thing where hard edges slowly transition into soft surface, that effect is very easy in other softwares but I am not able to do in plasticity. Plz make video of xbox game controller.
There is certainly the understanding of surfacing. I always run into unsolvable problems with patching or lofting. It seems to be a battle between edges and curves. I try creating curves out of edges but surfaces do not match and I cannot join them, etc. That is the one area where I don't have the understanding. I wish there was a place where I can get those fundamentals.....
Plasticity has made a lot of improvements in this area. As to your need to instruction, there are many resources available for learning surface modeling (NURBS modeling). Look outside the direct tool implementation to learn the principles that apply regardless of the tool you are using. Like everything, it will take time and dedication to get a firm grasp - and even more time and practice to be a good modeler.
I completely agree. I have learned, even with poly/subd modeling, if I hit a barrier because the tool is not giving me what I expect, I need to take a step back (sometimes even starting completely over) to attack it from a different angle (approach). I have discovered a couple different Plasticity artists that have tutorials. Some better than others. Some shouldn't be doing it at all. Hahaha. What I have been doing is when I see a tool being used (and usually not discussed in detail) is to pause, open a new browser tab, and research the tool in-depth. There is now the beginning of a manual for Plasticity. Which is nice. I also follow them on Twitter - the manual has its own account.
You'd be better off doing the same with Blender's subdivision modeling tool. Everything you've done here can be easily replicated there and you'd have the benefit of learning a tool that's more widely adopted in industry.
Plasticity is based on the Parasolid Kernel, this is one of the best Kernels is the Industry (Siemens NX one big Industry standard). CAD is faster and cleaner than Sub-D, since over 10 Years I use only CAD for Hardsurface, because I have more time for designing. On Artstation you see much game artists they use Fusion 360 for hardsurface asset concepting, in future I think Plasticity grows more and more in that market.
You can do it in Blender, but I'm willing to bet it would take you more time to do it as clean as it was done in Plasticity, if you start using this as a reference. That being said, if you are in the design phase, and you don't yet know what the outcome should be, it would be exponentially more time consuming in Blender to go back and modify and discover. I love Blender, but for this kind of work, it's easier and faster in tools like Plasticity.