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PSP

Recently I have heard a lot of buzz around a new piece of 3D software, Plasticity, which pitches itself as "CAD for artists".
I wanted to test the software's capabilities and its potential place within my workflow, so I set out to model a PSP-1000 series within Plasticity and implement it within a simple scene in Unreal.

While I am happy with how the result turned out I do not think I will use Plasticity again in future projects, at least for the time being. However, I do see the potential and I hope the software continues to grow.

Credit to The Cover Project for the game case cover art.

The PSP was built out of NURBS in Plasticity and then converted to polygonal geometry. While better than other CAD output I’ve worked with, the geometry produced by Plasticity was still far from optimized and rather difficult to work with in Blender.

The PSP was built out of NURBS in Plasticity and then converted to polygonal geometry. While better than other CAD output I’ve worked with, the geometry produced by Plasticity was still far from optimized and rather difficult to work with in Blender.

While it did render without any apparent problems, if I were to work with Plasticity again I would probably retopologize the asset within Blender. However, being one of Plasticity's selling points I wanted to see how good the geometry was on its own.

While it did render without any apparent problems, if I were to work with Plasticity again I would probably retopologize the asset within Blender. However, being one of Plasticity's selling points I wanted to see how good the geometry was on its own.

Other assets to help fill out the scene were modeled within Blender to keep things quick and simple.

Other assets to help fill out the scene were modeled within Blender to keep things quick and simple.