It's my first WIP post here, but not my first model in Plasticity. I bought it about two years ago and have used it occasionally for small tasks. However, the gaps between my uses were too long, so every time I came back, I had to learn it almost from the very beginning. That's why I decided to make something big, with lots of details.
Main goals:The main object I'm modeling is a RED V-Raptor camera
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Are 800px wide images ok to see the details? Or someone needs full res?
Top grill was quite hard to make. However it was enjoyable.
Thanks! But still, there is a lot of work to do. Something tells me, that it will be a very long project.
Haven't decided how to create signs on buttons. Geometry or displacement. So, just on/off switch is ready.
From this point my work will be divided into two. On one hand, I will import into 3ds max, deal with artifacts, uv unwrap, substance painter. On the other, I'll model all additional objects in plasticity.
A bit messy, but gets the job done.
Most artists suggest removing small fillets from the CAD model first, then doing the retopology, and finally using a chamfer to add all the details back. So, you would go from this:
to this:
This is a simple and fast method. However, chamfers don't always work well, especially in tight spots and at the intersections of different shapes. Also, in CAD you can create fillets with a variable radius. Good luck trying to replicate that with chamfers) As a result, your model won't look 100% like the original. So, this method works best for simple objects and when you don't need high accuracy.
If you want to create a very accurate model, I suggest doing the opposite: remove all flat surfaces and only keep the curved ones. Retopologize them and then fill in the holes.
Looks like noodles or shavings:
P.S. If you have to retopologize similar objects with lots of intersecting shapes (circular and rounded), be prepared to spend more time than you planned. And be prepared to suffer))
This example with settings set to triangles. But I prefer quads, cause it's easier to make uv seams. However, switching to quads or ngons can lead to even more shading problems.
Thanks! Yeah, this project is more complex than I expected. However, if it will inspire someone to make another crazy detailed model, that will be great.
Do you work in a "classic" way? Do you draw 2D and extrude and then use Booleans or do you have a particular method?
I don't use blender. Bridge helps to see any problems while you adjust export settings. But if you have enough experience, you can predict any future problems by looking at the mesh in plasticity.
Basically there are just 2 major methods in CAD:
1. Create 2D curves, extrude shapes, boolean these shapes, trim them with another curves.
2. Create curves in 3D, loft or patch them.
I used mostly the first one. This camera doesn't need anything but booleans. Actually there is even no need in plasticity, I've chose it just for practice... and because of fillets