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Creative 3D Community

6.1k members • Free

58 contributions to Creative 3D Community
Gameboy Color Final Model
Hi all, I can finally say I have finished the Gameboy Color model in all its glory. Modelled 100% in Plasticity. It isn't 100% accurate. Even though I used references I could never get fully orthographic shots so had to find a bunch and take shots of my own on my desk. I have tried however to replicate every detail I could find which will hopefully show in the final renders/animation. I don't yet have a portfolio account but I soon will. This is where I'm first sharing it because I think Nikita as a teacher deserves it. All renders are from Plasticity Bridge to Blender with HDRi and Cycles. I used a Bevel shader to add little fillets on sharp creases where needed. Next comes unwrapping, texturing, final shots and hopefully an animation (or that is the plan) Please enjoy :) ADDED LATEST IMAGE FOR THUMBNAIL
Gameboy Color Final Model
1 like • Aug '24
A lot of shading has been going on since my last update. All shaded in Blender and rendered in Cycles. Original model is of course all Plasticity. Not far to go now with the shading work and the final animation can be made. This has been a big project for me. My mind just won't let it go until it's perfect
0 likes • Aug '24
@Mw Siebert Thank you :) What a whirlwind though. I tried many revenues to shade this with too many difficulties along the way. Substance Painter failed to do what I wanted given the CAD nature. Marmoset Toolbag failed. So in the end I just ended up using some Blender plugins with layering etc. I'm getting there and I can throw this on my mantelpiece as it were. One thing I can say though is, I've never given up even though it feels like years at this point
UV unwrapping
I'm having a right mare unwrapping my Gameboy model for export to Substance. I want to also bake a normal map for the bevel shader prior to export but for example smart UV project even though it works creates a mess when creating the normal. Tried marking seams but it is taking far too long. I want to keep the mesh as high density as I can for close renders so it isn't even like I can reduce the quality to say 0.5. Starting to lose faith with it
Price of Upgrading from Indie to Studio
I've been using Indie for almost five months now and to get the features that have been excluded from Plasticity I thought I would upgrade my license. The experience is not what I expected. There is no link on the Plasticity website for upgrading a license only a link to buy either Indie or Studio. I contacted the people at plasticity about upgrading and they sent me a 'voucher' for a $US100 'discount' with no link to an upgrade page, so I figured I'd go to the buy link on their website and see what would happen if I entered the voucher code there. The result was that I get a $US100 'discount' from the Studio price that comes out at $199 to buy the license. Now having bought an Indie license for $US149 (+ 10% GST) my raw total buy price for the Studio license comes out at $US348.00, which is $US49 more than it would have cost had I bought the Studio version, which I could not afford at the time, up front. Clearly the guys at Plasticity are pretty poor business people when they charge us a $US49 premium for upgrading their software. I've been using computers for over 40 years I I have never ever come across such a shonky way of charging for a software upgrade. So if you're thinking of upgrading from Indie to Studio, be prepared to be fleeced as the people at Plasticity think you should be penalized for not buying their premium version even if, like me, you don't do any commercial work, you model for fun and do not sell models you create. This has been my experience dealing with the people at Plasticity and it's something you should expect should you wish to upgrade your software. At this stage I won't be as I don't like being penalized $US49 for wanting to upgrade my software. I have not yet responded to Plasticity's offer, but will be including this post when I do later today.
0 likes • Apr '24
@Nick Fox That used to be the case of course, and may have been when you purchased. The indie licence included everything Studio got apart from a few export options , and access to the BETA. Now, the terms have changed. Check the way back machine for proof of this. You can use the Indie licence for paid work so that isn't an issue.
Expanding on drill tutorial...
Finally got around to finishing the project-after-the-tutorial, plus some extra work. Feedback welcome, as I prepare to put this on my own site in a bit. Learned some hard lessons about how far I should take things like micro-bevels in Plasticity, as no matter what I did the exported mesh inevitably had some issues especially when UVing. But there is only a little rebuilt geo here; most of it is plasticity exported polygon-soup.
Expanding on drill tutorial...
1 like • Apr '24
I understand your issue with micro bevels as I was planning on doing that with mine, but I followed advice from Munsplit and only bevelled stuff that was over a certain amount of curve. Anything else I used the Bevel shader node in Blender which I plan to bake in a normal on export. The neutral renders on your art station make it pop a lot more imo. You've done such a great job on this.
Quick Barrel:
Modeled in Plasticity - Blender UV Unwrap-Substance textured -Render in Blender: Great course from Pixlways https://youtu.be/AVTGqZydPa8?si=1mcGL4qfmXCSf1M2
0 likes • Mar '24
May I ask which type you exported out as for UV editing? Did you export quads/tris? Etc. also did you do any low mesh export for the UV?
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Kyle D
4
51points to level up
@kyle-dumigan-3437
Used 3DS Max, then switched to Modo. Now switched or trying to switch to Blender & very interested in Plasticity for my hard surface work

Active 430d ago
Joined Jul 26, 2023
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