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    File: Plasticity_logo.webp.png (89 KB, 315x317)
    89 KB PNG
    so has ANY of you fucks actually used this for something?
    what's your experience with it been like so far ?
    >>
    >>1023693
    It 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.
    >>
    >>1023746
    forgot 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
    >>
    >>1023746
    does it pair well with zbrush if I want to do a detail pass? is there a bridge?
    >>
    >>1023747
    i 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?
    >>
    >>1023767
    Blender bridge. I do details in zbrush and never microfillet.
    >>1023769
    pixyz 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?
    >>
    >>1023775
    I 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.
    >>
    >>1023799
    zremesher, dynamesh and decimation master already exist. what do you mean?
    >>
    >>1023746
    >>1023747
    >>1023770
    how 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 patterns
    lol, if only you knew how wrong you were
    >>
    >>1023693
    I 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
    >>
    >>1023746
    It's not parametric though, so it's useless as a CAD program
    or has it changed?
    >>
    >>1024810
    it will never be parametric
    >>
    >>1024811
    It depends, what do you mean by parametric?
    >>
    >>1024812
    one fuck up and you cant change anything anymore
    you cant change dimensions and it "auto updates" the mesh
    the only way to keep backups is to duplicate your meshes and keep it hidden in folders

    its a lightweight poly-nurbs CAD hybrid
    >>
    >>1024813
    As 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.
    >>
    >>1024815
    yes, if RL production then go to fusion360

    im perfectly fine with plasticity since I adapted to the non parametric workflow already, im the first poster who uses it for almost 3 years now

    i only use it for game assets and nothing else

    if 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
    >>
    >>1026475
    You 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.
    >>
    Is its "advanced surfacing" a must have or is it fine without it too? That feature alone adds another 125 bucks on the bill.
    >>
    >WOW, THAT IS COOL!
    >cool huh? that's a feature of the STUDIO version! pretty rad, right?
    >.. eh yea- HEY THAT'S AWESOME!
    >that? oh yeah, also only available in the STUDIO version!
    >...whatev.. WAIT IT CAN DO THAT SHIT TOO???
    >hey of course! just get the studio version if you want that feature!
    >let me guess.. that shit is also only possible in th-
    >yeah, the STUDIOOO VERSIOOOONN!!

    Fuck this.
    Enshittification right out the gates.
    >>
    >>1028467
    pretty much
    whenever I see a feature showcased i instantly assume it's for the expensive version
    >>
    File: file.png (21 KB, 458x150)
    21 KB PNG
    >>1028467
    >>1030158
    aaaand it's cracked
    >>
    >>1030276
    nice, they already cracked the 25 version but it was a bit weird and hasn't been updated in a while
    >>
    >>1023693
    no I haven't
    there has been no experience with it for me
    >>
    File: 345234524624.jpg (111 KB, 1110x1215)
    111 KB JPG
    >>1030276
    Export is broken. I can't get a workable mesh even if I export as Step. I've tried remeshing in ZBrush, FreeCAD and MOI 3D and all crash. None of the export settings have an effect on the wireframe when going through different values. I tried using the tools in the Plasticity/Blender Bridge addon but it's broken too.
    >>
    File: file.png (235 KB, 1424x1378)
    235 KB PNG
    >>1030581
    there was a v2 to fix this i believe. and then a v3 for license issues. crack is probably ai assisted tb h.
    >>
    >>1024818
    do you use the blender bridge anon? apparently it got even more better now. wish the dev added MCP.
    >>
    so is it any good for someone making game items
    >>
    File: Pi 1998.jpg (59 KB, 495x619)
    59 KB JPG
    >>1023693
    when will this be reversed engineered like adobe products?
    >>
    >>1033774
    this dev took 3 fucking years to implement a viewport cube camera snap, i fucking hope so. i had deepseek reverse engineer the app to add mcp earlier this year but i'm considering going all the way
    >>
    >>1023693
    I nearly installed it, but then saw it was a destructive workflow
    Why the fuck would I use a CAD software that doesn't let me modify and adapt my design
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