Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.
Start Date: 6.29.2023
End Date: 6.29.2023
Render Engine: Blender 3.5 - Cycles
Modeling Software: Plasticity
This project is what I would call a "first-day test." This project is a dry run of a new CAD program called Plasticity. This project is all about testing my resourcefulness against a new program and its potential as a design tool. The idea is to see if I have the patience, general knowledge, and skill to make a decent product in a single go in a new program. I'll let you judge my success for yourself, but overall, I am happy with the results of my foray into Plasticity.
Plasticity is an intriguing program. It markets itself as "CAD for artists." And in general, that's not a bad description. It is a NURBS modeler most similar in my estimation to Rhino, but it somehow feels much less tedious. I found Plasticity several months ago but hadn't tried the program until the first non-beta release was public. Plasticity 1.0 was released in April of 2023.
So what did I think? Well, I am most likely going to buy a studio license. Yes, I like it that much, and I want to see it continue to develop! From a UI/UX perspective, Plasticity is a game changer. The sublime filet/chamfer tool alone would be enough for most designers to seriously consider buying this product. Oh, and the price... $99 for an indie license. It's a steal. The best part for me is that the hotkeys and user interface take a lot of inspiration from Blender, a software I use daily. The similarities between the two programs stop you from having to rewire your brain when you switch between the two.
Okay, I'm moving on to the design of my speaker. "Ohnos," (an abhorrent play on the word "Sonos") was a very impromptu project. I started with the goal of learning the basics of Plasticity, not to design a speaker. I only came up with the idea of creating one once I saw the product take shape on my screen via simple extrusions and splits. As I learned and fiddled with the program, I thought, "Okay, not bad. Keep pushing; let's make something real". And so, I started with no plan but ended with a speaker. Albeit a poor one if you look too closely. (Where is the play button exactly?)
I may have gotten carried away looking closer at the tools in Plasticity than the product I was designing. The design itself was certainly an afterthought. But now that I'm finished, I think a speaker was a great place to start. It's a simple volume, more about proportion than anything. It forces you to use a variety of tools, like the array tool, sweep, chamfer, boolean, projecting curves, ect. But nothing too obscure. All of the tools used in this project are ones that I think I will use repeatedly.
All in all, it was a fun exercise. I would recommend this tool to any designer familiar with Solidworks, Rhino, or Alias. It's a great cheap alternative, and in many ways, it is not just a budget product but a true competitor.