![Phil Procario Jr](/img/default-banner.jpg)
- 118
- 34 723
Phil Procario Jr
United States
Registrace 27. 06. 2014
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!
Plasticity Problem Solving Example1
In this video, I will show you one way to fix a problem when you can't get fillets to work because of your model's geometry.
zhlédnutí: 288
Video
Current Progress on VF-0AS in Plasticity1
zhlédnutí 484Před měsícem
Update on the Macross VF-0A/S project in Plasticity.
How to Set Up Image Planes & Size Them in Plasticity1
zhlédnutí 416Před měsícem
In this video, I will show you how I set up an image plane and scale it in plasticity.
How to Create Kit Bashing Parts in Plasticity1
zhlédnutí 993Před 2 měsíci
In this video, I will show you how to use Plasticity to transform details you have modeled into Kit-Bashing parts.
Converting a Sub D model into a G2 CAD model1; this is NOT a Class-A surfacing video.
zhlédnutí 548Před 3 měsíci
In this video, I will show you 2 ways to convert a Sub-D model into a G2 CAD model. One uses Fusion and the other uses a plug-in for Blender called Export IGES found here: dsculptor.gumroad.com/l/exportiges
How to Create a Custom Profile Spring in Plasticity
zhlédnutí 579Před 3 měsíci
In this video, I will show you how to create a custom spring profile in Plasticity 3D.
Place Command in Plasticity1
zhlédnutí 325Před 3 měsíci
In this short video, I will show you how to use the place command to place an object along a path with the correct orientation.
Single Span Surface in Plasticity
zhlédnutí 950Před 4 měsíci
In this video, I will show you an easy way to create a single-span surface in Plasticity.
How to Create Single Span Curves in Plasticity
zhlédnutí 473Před 4 měsíci
In this video, I will show you how to create single-span curves in Plasticity.
Plasticity to OBJ Settings3
zhlédnutí 2KPřed 4 měsíci
In this video, we will examine another type of geometry for export to Blender and discuss what to look for so you can easily unwrap your model for texturing.
Degree123456 control point curves for the artist.
zhlédnutí 1,3KPřed 4 měsíci
This video gives a basic understanding of the degree of your control point curves without all the math and technical explanations.
Draft Faces Tool in Plasticity1
zhlédnutí 797Před 4 měsíci
In this short video, I will show you how the draft faces tool works in Plasticity.
Construction Planes in a custom direction
zhlédnutí 374Před 4 měsíci
In this short video, I will show you how to set up a construction plane in a custom direction.
Sweep Tool in Plasticity1
zhlédnutí 910Před 4 měsíci
In this short video, I will show you how to use the sweep tool to create molding around a wall. I will also discuss a problem you might encounter and a solution.
2 Ways to Create Panel Line Details in Plasticity1
zhlédnutí 2,1KPřed 4 měsíci
2 Ways to Create Panel Line Details in Plasticity1
2 Ways to Offset a Shape in Plasticity1
zhlédnutí 544Před 4 měsíci
2 Ways to Offset a Shape in Plasticity1
Cropping Images With Affinity Photo Using Guides1
zhlédnutí 293Před 4 měsíci
Cropping Images With Affinity Photo Using Guides1
Setting up the Grid and Units in Plasticity
zhlédnutí 942Před 5 měsíci
Setting up the Grid and Units in Plasticity
Video26 Making a 3d printable model of Godzilla
zhlédnutí 165Před 5 měsíci
Video26 Making a 3d printable model of Godzilla
Project1 Part72 How to Prep a Game Model for 3D Printing Using Topogun and Blender
zhlédnutí 55Před 5 měsíci
Project1 Part72 How to Prep a Game Model for 3D Printing Using Topogun and Blender
Video25 Making a 3d printable model of Godzilla
zhlédnutí 77Před 5 měsíci
Video25 Making a 3d printable model of Godzilla
Video24 Making a 3d printable model of Godzilla
zhlédnutí 56Před 5 měsíci
Video24 Making a 3d printable model of Godzilla
Thank you so much for these tips ;) !
@kevins1286 You're welcome; thanks for watching!
Awesome. How are you snapping your cutter so easily to the edge? I struggle getting snap to work
@@joshuaandashleyearles-benn4749 Hold the ctrl key to snap like that. Thanks for watching.
Great tut, man, thank you!
@@humble-aleksandrpronin3160 Thank you for watching!
Nice Tip, I wasn't aware you could use backspace to dissolve edges!
I use it all the time. Thanks for watching!
Thanks for that tip! It's a frustrating problem I've encountered many times. Now I know how to get around it.
Glad you found it helpful; thanks for watching.
thank you! this really helps
I am glad you found it helpful. Thanks for watching.
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.
@@ljcdesigns6573 Im glad you found this useful. Thanks for watching.
Hi, How you get Tabs? After installing the Bridge I cannot see it anywhere.
@MrSzwarz For me, it shows up where all the other add-on tabs are along the right side of the main viewport.
thanks bro
My pleasure; thanks for watching.
Thanks found it helpful. I can see we still will need to get the UVs right inside the blender, like u said... ❤❤
I'm glad it was helpful. Yes, depending on your use case, UV will need to be done. Thanks for watching.
Love robotech
@stevenchilders272 Great series, one of my favorites. Thanks for watching.
Nice work with details.
@Halllbert Thanks for the reply, and thanks for watching.
Phil I too use Plasticity primarily for printing. Which;ringer do you use? Your tutorials are awesome by the way.
@Hitsujioyaji I have 2 Halot Mage Pro 8k printers and a K1 Max. Thanks for watching!
I think it's funny, I was modeling the same veritech in Plasticity. Would have been nice to have had these blueprints 😅.
@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.
@@philprocariojr3563 Very cool. That's a great idea. I'm loving Plasticity for those kinds of projects.
@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.
Thank you!
My pleasure; thanks for watching!
Thanks, I suscribe this channel
@pixerone8106 Thanks for watching and the sub.
great tutorial !! thank you
@esslinger74 Thanks for watching and taking the time to reply.
Thank's man!!!
@andriangontsa7139 My pleasure! Thanks for watching!
9:35 Have you ever tried the Quad Remesher plugin to see how it affects the model after importing this to Blender? Many thnx!!
@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!
Thanks for this 😁
You're welcome: thanks for watching.
Can you match the draft angle of another face?
@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.
Hey, thanks for you video. Just one question I have - where I can get info about G1 G2 etc continuity? ;)
@alienmorf www.aliasworkbench.com/ Thanks for watching.
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?
@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.
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.
@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.
Just Wow. This Tip is changing my workflow.Thx a lot.
@dietmarreiss9248 It is good to hear that you found it useful. I am glad it helped.
How did you perform "Move and align to surface" action at the beginning?
@DmitriSkif I hit Ctrl-D.
Sad that without history this is destructive operation
@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.
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?
@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.
I am having the same problem.
@dsngjoe2 @jamesswartz2203 Try hitting the number 3 on your Numpad and see if the grid shows up.
I wish there was a shelf for the tools like Maya
@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.
Very interesting. I didn't know about the Imprint body to body command. Thank you for the walk-through.
You're welcome; thanks for watching.
The "imprint body body" command was very helpful. Thanks.
Glad you found it helpful; thanks for watching.
thank
You're welcome; thank you for watching.
thank you Great Tip
You're welcome; glad you found it useful, and thank you for watching.
Great tip. Thanks!
Your welcome. Thanks for watching.
can you adjust and undo the boolean?
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.
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!
@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/
Thanks for this cool tutorial!
My pleasure; thanks for watching!
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.
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.
@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.
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.
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.
@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.
Thanks for this video. I'd never really understood the usefulness of this tool before.
@stupidity_incarnate Thanks for watching!
Thanks bro
My pleasure; thanks for watching.
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!
@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!
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! ❤
Thank you for watching! It's nice to know people are finding my videos useful!
Very helpful, thank you.
You're welcome, I'm glad it helped.
Thank you sir. New subscriber here 😊
You're welcome. Thank you for the sub!
Awesome! please make a "single span" tutorial :D
@JoseMendoza-mc8ic I just uploaded the first video on single-span curves and hope to make one on single-span surfaces soon.
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
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
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.
got it ty~
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.
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.
I'm happy with the export results I am getting.