VIRTUALENVIRONS Posted Friday at 06:07 PM Share Posted Friday at 06:07 PM I figured this was a topic that never would be discussed, but a post recently about an application called "Plasticity" for artists got me thinking. On a Plasticity Youtube channel I saw a bust of a human head that became a Zyborg eventually. I thought that was cool. Then I started thinking how I would create a human head. A body would be fairly easy although time consuming. I am not an artist, but I was able to come up with this. If you absolutely had to, your job depended on it, it is possible. 1 Quote Link to comment
Steve S. Posted Friday at 11:08 PM Share Posted Friday at 11:08 PM (edited) @VIRTUALENVIRONS No doubt you are very good with nurbs in Vectorworks. I’e seen numerous things you have done with Vectorworks and Cinema 4D. But it was interesting when you mentioned CYBORG in relation to Plasticity. I’ve been playing with Plasticity for awhile and seen quite a few YouTube video tutorials on it and can’t remember seeing one on the human body using Plasticity. NOT THAT I DOUBT that you saw such. I am sure that video is out there. But it is just that of all the stuff I happened upon, the videos are far more along the lines of hard surface stuff like hair dyers or cars of laser rifles or what not, and not so much along the lines of extremely organic shapes such as the human body. Yeah there is likely a IRON MAN HELMUT made with Plasticity out there, and that I could definitely see Plasticity being used for such. But I just don’t know how many people are modeling human heads with the ears and eyes, nostrils and mouths, using Plasticity If you take a look at the videos I posted in the other thread, at the start of one of them, you will see things typical to what I think most people are using the program for. For very organic creatures, I would think most would use something like ZBrush. https://www.zbrushcentral.com Scroll down the page at the ABOVE link Then look at the PICARD that the guy BELOW made using ZBrush https://www.zbrushcentral.com/t/captain-picard/466222/2 Realizing that these figures are SCULPTED in ZBrush and not scanned But honestly, I can’t see any need for even using something like Vectorworks for such. I mean, doesn’t Vectorworks have some plug-in for showing people walking around a fly through of a rendered city modeled with Vectorworks? Or am I thinking of some other program Anyway, I think Plasticity’s strong suit is ALONG OTHER LINES rather than very organic human shapes. Again, I should mention that in no way is Plasticity a threat to Vectorworks. They're basically different animals though they do overlap. One of them is an architectural program with loads of resources and architectural specific tools. The other one is a nurbs based CAD modeler that is very adept at what it focuses on, once you get to know the program. My whole thing about Plasticity is that I think it would be a great complement in being able to work in a manner where we could have a real-time link from Plasticity to Vectorworks and that's all. Edited Friday at 11:10 PM by Steve S. 1 Quote Link to comment
VIRTUALENVIRONS Posted Saturday at 12:00 AM Author Share Posted Saturday at 12:00 AM Hi Steve, You have written quite a manifesto and I see lots of valid points based on what most users know about Vectorworks NURBS modelling. It is difficult to respond to a manifesto though. You hit on so many points. I find in this scenario the best thing to do is simply reply with visuals. Have a look at these images, modelled in Vectorworks/Rendered in C4D. Question....should there be a link from Plasticity.....or to it. regards.....Virtual. Quote Link to comment
VIRTUALENVIRONS Posted Saturday at 01:30 PM Author Share Posted Saturday at 01:30 PM @Steve S. HI Steve. I did not mean to sound flippant or condescending in my response post, if it did I apologize. I can sense the honest conviction you have in your posts. I used manifesto as a compliment. I do believe that forum discussions whether Vectorworks or not are better served with a "quid pro quo" format, perhaps supported by a few brief points. Otherwise the point is lost. Let's talk about product design. The model below was done in Vectorworks. When I showed this to Rhino 3D, they said they would make this in SubD first and then transfer to NURBS surfaces, but how accurate is that? Objects like this are often hand sculptured with clay, scanned and imported. This model was done with NURBS curves separated by only a few mm for accuracy. A SubD or Plasticity version of this would be a concept design only. Quote Link to comment
Steve S. Posted 12 hours ago Share Posted 12 hours ago @VIRTUALENVIRONS I’ll try to keep this one to a MINI TREATISE. No more manifestos. LOL So the short answer is, that Plasticity does not do SUBDIVISION OBJECTS as many other programs do. With most or many programs, doing subdivision is akin at least in some respect to polygonal modeling where the underlying structure is made up of a lot of facets. As such, some of these programs have dedicated toolsets just for dealing with the subdivided structure. On the other hand, with Plasticity, when the subdivide command is used, it DOES NOT REDUCE YOUR SOLID TO A BUNCH OF FACETS. With Plasticity, when the subdivide command is first invoked, it converts a planar face to a SPLINE SURFACE WITH CV’S (control vertex). As you continue to invoke the Subdivision command, it just ups the DEGREE of the spline surface or spline curve, meaning — IT JUST CONTINUES TO ADD CONTROL VERTICE TO THE SURFACE OR CURVE. So with Plasticity, after you invoke the subdivision command, you continue to work on your SOLID or SURFACE or CURVE with the NORMAL TOOLSET. And your surfaces and curves retain the mathematically defined curvature of a spline. So in one way, you could say that Plasticity is working quite the opposite of a typical subdivision program, in that where most subdivision tools are reducing faces to facets ----- on the other hand, with Plasticity, subdividing is just giving you finer and finer control over smooth spline based surfaces and curves. With Plasticity, there is no need for a SUBDIVISION TOOLSET because you’re never resorting to a faceted underlying structure. With Plasticity, there is no subdivision model that needs to be converted to nurbs So with regards to making a mouse —— Plasticity does not follow the same workflow or method that Rhino does PLASTICITY IS a nurbs based solid and surface modeler that allows for PRECISE input So now the question is ——— how would a person model a computer mouse using Plasticity There are at least a handful of Youtube videos showing Plasticity being used to model a mouse. All of those I’ve seen, are being done with SURFACE MODELING. Surface modeling built around lofted splines, patches, and using the XNurbs tool. Some of these videos are as old as a year, which is kind of ancient with respect to Plasticity, because the program is constantly being updated with significant new tools. None the less, the year old Part One and Part Two by Kuechmeister Swagger is a good place to start if you want to see a way to use Plasticity. Opps. Looks like I messed up again. Cause this ain’t no MINI Treatise. No mini happening here. Well ————— next time I’ll try to contain myself with a shorter DECLARATION. By the way, VERY NICE WORK on the older sports car !!! And with respect to such as cars and commercial product design, there is this thing of CONTINUITY (G0, G1, G2, G3) and ZEBRA ANALYSIS amongst other things, that plays a big part in such design. Quote Link to comment
VIRTUALENVIRONS Posted 10 hours ago Author Share Posted 10 hours ago Hi Steve, thank you for shortening your responses.😀 Ok, lots of stuff. I am going to stay with product design though. BTW, this is all uncharted territory, more the "old sports car" than anything else. I am sort of familiar with surface, quads, etc. If you notice there is a send to C4D function in VW's. Nemetschek Germany contacted me over ten years ago to help implement that function. I also wrote the tutorials for Cineversity after the function was implemented to explain its use. To be clear, I like Plasticity, Rhino, Blender, etc, and if you champion any of these, there is lots of stuff online. Having said that, I have stuff. This post is fun and informative, So, if you are still interested, let's step it up a notch. So this would be a Vectorworks strength for Project Design, but again "uncharted Territory". Got any thoughts on this. Quote Link to comment
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