so has ANY of you fucks actually used this for something?what's your experience with it been like so far ?
>>1023693It 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.
>>1023746forgot 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
>>1023746does it pair well with zbrush if I want to do a detail pass? is there a bridge?
>>1023747i 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?
>>1023767Blender bridge. I do details in zbrush and never microfillet. >>1023769pixyz and manual cleanup in blender. Never going back to subd/polymodeling again. My speed in asset creation has increased by 5-15x.
>>1023770>never microfillet. even as a last step on a separate subtool? is plasticity topology that bad?
>>1023775I 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.
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.
>>1023799zremesher, dynamesh and decimation master already exist. what do you mean?
>>1023746>>1023747>>1023770how did you learn?
>>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.
>>1023799>Remeshing is full of repeating patternslol, if only you knew how wrong you were
>>1023693I 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
>>1023746It's not parametric though, so it's useless as a CAD programor has it changed?
>>1024810it will never be parametric
>>1024811It depends, what do you mean by parametric?
>>1024812one fuck up and you cant change anything anymoreyou cant change dimensions and it "auto updates" the meshthe only way to keep backups is to duplicate your meshes and keep it hidden in foldersits a lightweight poly-nurbs CAD hybrid
>>1024813As 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.
>>1024815yes, if RL production then go to fusion360im perfectly fine with plasticity since I adapted to the non parametric workflow already, im the first poster who uses it for almost 3 years nowi only use it for game assets and nothing elseif 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.
i like it a lot because its fast to use but am i stupid for how i deal with the geometry in zbrush? i auto set polygroups, weld the verts, and zremesh with groups enabled and its like almost okay for a really lazy cleanup but its never perfect and am i stupid or ? what do you guys do?
Never used this program, how is it with guns? Would I be able to make guns in plasticity and then I use pixyz to optimize it? I'm curious about the workflow and how you get your high res detail on a low res. If this is a faster method than subd it would definitely help me as a indie dev.
feels like plasticity is great for as close to class a surfacing for poor people right? then i'd just do the b surface in a proper CAD like solidworks if we're making a physical product
>>1026475You could use it that way. Have used Rhino and Solidworks in a similar manner. Also Fusion's sculpt module and Solidworks. Might have to give Plasticity another go.