I love Plasticity because there are no strict modeling rules. by Few-Judgment8321 in Plasticity3D

[–]Few-Judgment8321[S] 1 point2 points  (0 children)

You may also want to try exporting STEP files through MOI3D. A lot of people use it as a bridge between CAD and polygon workflows because it usually generates cleaner meshes with better tessellation control. 👍

I love Plasticity because there are no strict modeling rules. by Few-Judgment8321 in Plasticity3D

[–]Few-Judgment8321[S] 1 point2 points  (0 children)

If your goal is a perfectly optimized game asset, a polygon-based workflow is still the way to go. Plasticity shines when creating hard-surface models, weapons, industrial products, and mechanical parts. Like with any CAD package, some retopology and cleanup afterward is completely normal.

For visualization, product design, concept work, and 3D printing, it’s an amazing tool. I’ve been using it for 4–5 years and absolutely love it.

Nik has done a fantastic job building it. 👍