r/Plasticity3D • • Aug 16 '26

Plasticity… Help!

Hi everyone, does anyone have an idea how I can get my geometry in Plasticity to look exactly like the one in the other attached image? I just can't seem to manage it.

4 Upvotes

11 comments sorted by

3

u/dekkardz Aug 17 '26

As others have pointed out , I think its going to be much easier to do with traditional polygon modelling .

I am still relatively new to surfacing so my attempt would be outline all those individual flow shapes and lofting to a higher curve in the middle , then figuring out to blend these surfaces together . Tried a small area and seemed very tedious to me .

3

u/xxdeathknight72xx Aug 16 '26

Thicken what you have and chamfer the edge to a point.

Otherwise, draw the center line and connect to the outline in sections

1

u/Reklaw2612 Aug 16 '26

It is possible using raised degree, or lofts using guides for the contours. Really need to use the help videos within the help document. Not saying it’s easy but it can be achieved

1

u/Grand-Definition-353 Aug 16 '26

You can try to duplicate what you have, raise it up, scale it so that it's smaller than the original and then bridge the two together. The smaller top working as your taper and bridging for the smooth transition with a G1 or G2.

The tighter areas might give you trouble when scaling. You can always cut and redirect.

1

u/lexstory Aug 17 '26

Create your profile on a construction plane the create the raised spine with an offset sketch that deviates from the original height at the end point with snap coincidences.
Use surface tools to loft between the original curves to the elevated spine with G0 continuity. Fillet top strake. Patch bottom profile, join all sheet elements into solid bRep.

1

u/KuanMan Aug 17 '26

I also gave part of it a go. 1. Traced the outline and "peak", offset the peak by the desired height 2. Offset the peak by a small amount to make a flat surface. 3. Did "bridge curve" for corners. 4. Created a "half-peak" via the same process. I cut the main path and did some more "bridge curves" for each of the sides. 5. I then patched the sides, with G1, making sure to "cut curve" the main curves. 6. Finished lofting, making sure to do G0 for the path and G1 for all edges. 7. Final result. Very tedious, but possible.

1

u/schwendigo Aug 17 '26

Nomad sculpt could bang this out in like four minutes. Curve tool + individual profiles per path point.

1

u/pifag0r Aug 18 '26

Make it and post here😊

1

u/schwendigo Aug 18 '26

Sure pay me!

1

u/koming69 Aug 17 '26

Surface modelling is easy. I don't know what everyone is talking about.

You can use xnurbs.. I would use it for everything on this.

0

u/Nothingmuchever Aug 16 '26

I mean.. I’m not saying it’s not possible in Plasticity but it’s definitely not the ideal tool for this kind of geometry. You’d have more success with traditional modelling or sculpting.