Glad you like them! I am planning on a modeling series similar to how i did the car/surface. Hope to get videos out for that next week.
@antennatrees9 ай бұрын
Just started learning Plasticity this week. Fantastic program of course, but seeing that there is also this solution for UV unwrapping built in to the Bridge Add-on is simply amazing. For anyone doing hard surface modeling that is also a Blender user, Plasticity is a no-brainer addition to your toolset. And it's only going to get better. Thanks for the video.
@LearnEverythingAboutDesign9 ай бұрын
Yeah I wish i had more time to dedicate to Blender because it seems like a much better solution than using something like CADsketcher and a modifier/boolean stack when Plasticity has a live connection.
@jeajunpack807127 күн бұрын
Teacher! Thank you for the good lecture. I think my skills improve every time I see it. Thank you for telling me how to transfer to a blender. I think Plasticity is such an interesting program! Polygon-based modeling of blender is a little difficult. Too abstract? It was hard for my workflow, but thank you for giving me so much strength with Plasticity. It's 2025 soon, so happy new year!
@LearnEverythingAboutDesign26 күн бұрын
You're very welcome! I'm glad you're finding the content helpful!
@HiredGunGames15 күн бұрын
OG blender users still press ctrl+e to mark seams.
@fut0n9 ай бұрын
Thank you!
@LearnEverythingAboutDesign9 ай бұрын
You're welcome!
@ThreeDCreateTutorials9 ай бұрын
Great video and explanation, Thanks for sharing!
@LearnEverythingAboutDesign9 ай бұрын
My pleasure!
@emailtemporaire81162 ай бұрын
excellent, merci.
@UnchartedWorlds6 ай бұрын
Hi again, I have found the addon in question, it was a fork by another user. I have a question, can "Select similar Geometry" be used when you have as you mention an array of same object that was attached to the main shape, to select these and then instead of 15 similar objects all taking space in UV map, I could create same UV for them? You get what I am saying I hope? :) I'm wondering if Select Similar Geometry would be useful for that case?
@LearnEverythingAboutDesign6 ай бұрын
hmm, I am not sure off hand, i sent a note to the creator of that blender bridge fork to see if they have an answer. I will let you know when i hear back from them!
@UnchartedWorlds6 ай бұрын
@@LearnEverythingAboutDesign @LearnEverythingAboutDesign I found out that Zen UV can select similar island uvs and stack them together, so to minimize the space they take in the UV map. Imagine modeling a UFo and you replicate an object(up to maybe 15 times) using circular array over the main hull of the UFO and merge these objects into the main solid so its all one object. Well If you do not care about UV maps then you dont have any problems, but if you want to optimize things you need to take care of those 15 objects and stack their uvs since they are the same. Well for this there is no simple solution in Blender then lots of manual work, so I was hoping "select similar geometry would atleast allow you to select similar objects" so you could then hopefully using default Blendre tools be able to get them same UV map space. Howevver after some digging since I have Zen UV, I noticed this addon can handle things like this out of the box, thanks to advanced algorithms. However if you get an answer from the creator of the fork, let me know :) I hope my feedback has given you some ideas how to handle this your self, should you run into it :) Pleasure following your tutorials, I just recently followed you :)
@LearnEverythingAboutDesign6 ай бұрын
@@UnchartedWorlds Glad you got a work around! I did reach out to the author of the fork in the add-in and I think the answer is "not exactly yet" :) There is talk about this type of functionality coming into the next full release of the Blender Bridge tool but its a bit too early to tell. So the best I could say is maybe soon it can all be done in one tool. Thanks for the long reply and info about Zen UV, ill have to check that out!
@UnchartedWorlds6 ай бұрын
@@LearnEverythingAboutDesign 🥰❤️💯
@arthurprather67209 ай бұрын
The addon with additional features 7:22. Is this going to be public released?
@LearnEverythingAboutDesign9 ай бұрын
yeah its beta at the moment and i think anyone in the beta program can test it. i think some features still are in progress.
@ghua5 ай бұрын
psl make a barrel :)
@peekpt7 ай бұрын
The problem is for render engines you need Quads not Ngons. That's the reason modeling is hard , it's a good tool, but in the end you end up with a bunch of Ngons
@LearnEverythingAboutDesign7 ай бұрын
Im sure you know more than me on the subject but can you elaborate on why render engines need quads? Every render engine I have used for CAD workflows will create a tri mesh to calculate shadows/reflections on the surfaces. And you can render tris. I understand the ideal topology is quads, but I am not sure what you mean by "you need quads".
@peekpt7 ай бұрын
@@LearnEverythingAboutDesign you can escape with b-rep for cad. But for gaming is much more complex, the game render engines work with uv maps, textures , all sort of mapping techniques, like bump mapping. You can escape making and animation for cad, but if you want reflections of the world and objects, shadows you need to go with industry standards. Nowadays anything like blender to model , then substance painter for texturing and an engine to render like unreal
@peekpt7 ай бұрын
Chatgpt answer: In game design and 3D modeling, quads (four-sided polygons) are preferred over ngons (polygons with more than four sides) for several reasons: 1. **Deformation and Animation**: Quads deform more predictably than ngons when animated. When a character or object moves, quads allow for smoother bending and twisting. Ngons can create unpredictable results and artifacts because their vertices might not move in a consistent, predictable manner. 2. **Subdivision Surfaces**: Most modern 3D modeling software and game engines use subdivision surfaces (SubD) techniques to smooth models. These techniques work best with quads. Subdividing a quad results in more quads, which maintains a regular and manageable topology. Subdividing an ngon can create a mix of quads and triangles, leading to irregular geometry. 3. **Texture Mapping and UV Unwrapping**: Quads make UV mapping and texture application more straightforward and less prone to distortions. Since UV maps are typically laid out in a grid, quads fit this pattern naturally, making the process of aligning and painting textures easier and more efficient. 4. **Rendering Efficiency**: Game engines often convert all polygons to triangles for rendering because triangles are the simplest polygon that can represent a surface. Converting quads to triangles is straightforward (each quad becomes two triangles), while converting ngons can result in a complex mix of triangles that can degrade performance and create rendering issues. 5. **Modeling Tools and Workflows**: Many modeling tools and algorithms are optimized for quads. This includes edge loop and ring selection, extrusion, beveling, and other common modeling operations. These tools often don't work as well with ngons, making the modeling process more cumbersome and less predictable. 6. **Consistent Topology**: Quads help maintain a clean and consistent topology, which is crucial for high-quality models. Consistent edge flow is important for adding detail, refining shapes, and ensuring that the model behaves well under deformation and subdivision. By using quads, game designers and 3D modelers can ensure that their models are easier to work with, deform predictably, and render efficiently, resulting in better performance and visual quality in games.
@LearnEverythingAboutDesign7 ай бұрын
@@peekpt Alright that makes sense. I am talking about rendering as static image or animation vs you are talking about game assets and rendering where low poly and topology is much more important for things like memory management, object deformations. I don't personally make games but have played with making VR environments from CAD assets and Blender assets in Unity. I have taken models from CAD to unity without trouble but again i would defer to you as walking around a car model in VR where the car is static is different than trying to use it in a game.
@scatterbrainart7 ай бұрын
Quads are for when you're deforming the mesh, especially with characters. In the end everything gets converted to tris at render time.