Plasticity Blender Bridge | How To UV Unwrap and Mark Seams | Blender Bridge Beta Preview

Тәжірибелік нұсқаулар және стиль

In this video we are going to dive a little deeper into the Blender Bridge tool for Plasticity. We will look at bit at how to handle UV seams and use the various options in the addon. We will also take a look at some of the extra options that appear with the beta version of the addon.
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Пікірлер: 15

  • @mohameddawood1720
    @mohameddawood17202 ай бұрын

    we really love these plasticity tutorials ❤❤

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    2 ай бұрын

    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.

  • @antennatrees
    @antennatrees2 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.

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    2 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.

  • @jonmoberlycreative3d
    @jonmoberlycreative3d2 ай бұрын

    Great video and explanation, Thanks for sharing!

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    2 ай бұрын

    My pleasure!

  • @fut0n
    @fut0n2 ай бұрын

    Thank you!

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    2 ай бұрын

    You're welcome!

  • @arthurprather6720
    @arthurprather67202 ай бұрын

    The addon with additional features 7:22. Is this going to be public released?

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    2 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.

  • @peekpt
    @peekpt4 күн 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

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    4 күн 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".

  • @peekpt

    @peekpt

    4 күн 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

  • @peekpt

    @peekpt

    4 күн 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.

  • @LearnEverythingAboutDesign

    @LearnEverythingAboutDesign

    3 күн 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.

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