Plasticity (CAD) for Beginners - Model 3D-Printable Flower Vases from Scratch | Ken Mbesa | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Plasticity (CAD) for Beginners - Model 3D-Printable Flower Vases from Scratch

teacher avatar Ken Mbesa, Web Designer | 3D Artist

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      2:50

    • 2.

      Class Project

      2:07

    • 3.

      User Interface

      24:33

    • 4.

      Sketching Practice

      7:44

    • 5.

      Flower Vase 1

      14:14

    • 6.

      Flower Vase 2

      6:08

    • 7.

      Flower Vase 3

      8:42

    • 8.

      Flower Vase 4

      12:28

    • 9.

      Final Thoughts

      2:00

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

53

Students

--

Projects

About This Class

Have you ever wanted to model 3D-printable objects but weren’t sure where to start? Do you want to learn Plasticity by working on a real-world project? This class is meant for you.

In this beginner-friendly Plasticity class, I’ll guide you through mastering the fundamentals of hard-surface modeling.

I’ve been using Plasticity almost daily for the past six months, working on my own personal projects and refining my workflow to create precise, 3D-printable designs. Now, I want to share those skills with someone who's just starting out.

We’ll start small by modeling a simple yet stylish flower vase. This is an excellent way to get comfortable with Plasticity’s most essential tools and commands. Then, we'll move on to more challenging flower vases as we up our game.

By the end of the class, you'll be confident modeling not just flower vases but virtually any hardware or physical product you can imagine.

What are the prerequisites to take this class?

You don't need to have any prior experience in CAD or polygonal modeling. This is a beginner class.

Who is this class meant for?

  • You’re interested in modeling objects for 3D printing
  • You’re interested in product design. This 
  • You are a Blender user interested in learning CAD modeling. If you use Blender, you know modeling is done using polygons. In Plasticity, you use mathematically calculated curves called Nurbs.

So, are you ready to learn Plasticity quickly? Let's go to lesson 2.

Meet Your Teacher

Teacher Profile Image

Ken Mbesa

Web Designer | 3D Artist

Teacher

My name is Ken.

I'm a web designer, creative educator, and digital entrepreneur with over a decade of experience in visual design (Web Design, Graphic Design, and Video Editing).

Over the years, I've helped thousands of everyday creatives, small business owners, and aspiring freelancers take control of their digital presence by teaching practical, no-fluff web design skills using tools like WordPress, Elementor, Forminator, and WooCommerce, with no coding required.

My goal is to keep things beginner-friendly, practical, and focused on helping you get real-world results. If you're building your first website or launching a fully functional online store, I'll walk you through the process step-by-step with clarity and confidence.

Beyond web design, I'm a... See full profile

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Yeah. Have you ever wanted to model a three D printable object but didn't know where to start? If you have, today is your lucky day because I'm here to show you how to model three D printable objects in plasticity. Now, plasticity is a relatively new but powerful card software for artists. So if you're coming from a polygon based software like Blender or Maya or three DS MAX, this plasticity for Complete beginners series, I'm going to show you step by step how to use the various powerful tools and commands provided by the software to build amazing three D objects that you can three D print or sent out to manufacturers to make for you. My name is Ken, and for the last 6.5 months, I have been using plasticity almost daily refining my skills and workflow, as well as working on personal projects and printing them out here in my studio. When I was making this class, I was thinking about someone who uses blender but wants to learn how to model in card. So I want to introduce anyone who already knows how to use blender to plasticity. The second person who I'm thinking of is anyone who wants to get into product design. You want to design hardware, gadgets, and then three D print them or send them out to a manufacturer or fabricator in China or somewhere in your neighborhood. I'll show you how to design products that can be manufactured. Another person I'm thinking of is a hobbyist. You just want to learn how to model three D objects in a card software like plastici as a hobby. You are the perfect fit for this class. Now, you don't need any prior experience in any card software or blender. But of course, if you already have some knowledge, it's going to allow you to learn much quicker. We're going to start from scratch, and I'm going to show you everything you need to learn step by step. Now, to kick things off, we're going to start small. So we'll start with a very simple flower vase. Move on to a more complex flower vase and on and on and on. And that way, you're going to learn how to use the most commonly used tools and commands that plasticity has to offer. My goal is to help you get up to speed very quickly on plasticity and start modeling things that you can three D print. Now, in the next lesson, I'm going to show you the final flower vases you're going to end up with. And then from there, we're going to move on to modeling. So if you feel as excited as I am, let's look at the class project. 2. Class Project: And welcome. So here we are inside plasticity, and I just want to show you the projects we're going to be working on throughout this class. In the first modeling lesson, we're going to work on flower vase one, and these are the three flower vases we're going to work on. They're just different variations of a similar shape, so we're going to see how to do that. After that, we're going to work on this. This is going to be the second project. As you can see, these are actually good quality flower vases that can be sold. I mean, I would buy these for my flowers. We'll see how to achieve that. Next, we're going to see how to model this more complex shape, and we're going to use the skills we've gained from the previous two lessons to see how to put this together. And, of course, as you can see, these are three variations of the same shape. We'll see how to do that. Then for the final modeling lesson, in this class, we're going to see how to model these three flower vases. As you can see, these are three variations of the same sort of shape. It's just a question of how many of these fins we have on each one of them. So we'll see how to work on this and produce similar results. By the time we finish, you will have the skills to do this yourself and create other more complex flower vases or other types of objects inside plasticity. And, of course, as I mentioned, this is just the beginning of a long series of plasticity classes I have lined up. So rest assured, we're going to work on more complex projects, electronics, maybe even e bikes. You never know. So let's see how far we can go with plasticity. Now, with that, I hope you're eager to get started. And, of course, the best place to start is understanding the user interface. So let's look at the user interface in the next lesson. I'll see you shortly. 3. User Interface: Because this class is for beginners, we have to start by understanding what's in the user interface, because right now you don't know how to navigate in the software. So let's start with the P menu on the top left. I think some of these are self explanatory like New file. That means you're opening up a new file. And if I say new, say, you will notice I have this bearing here, but this is a scene I saved as my startup scene, so that anytime I say I need a new scene, a new project, this will be loaded, but as you can see, just it's an unsaved file. And you can save your startup scene by going to P, save as startup scene. So let's say I don't want this to be in the scene. I want only these to be in the scene when I open up a new file every time. So now that we have this, I can go here and say save as startup scene. Yes. And now, if I come here and say new file, First of all, let me close this. Let me just push it up there. Now, let me say New file. Yes. So now, as you can see, this is a new file, I can just go ahead and delete that and start working on something. Now, the second thing here is New Window. I've clicked New Window, but it's opened up in my second window, but you can open up several instances of plasticity. That means I can be working on one project here. And another project here. And I can even copy files from here. I'll just select the files or maybe one, hold down Shift, two control C to copy. If I go here, Control V to paste. I will paste it in place in the same coordinates within the three D world. So as you can see, if I come and copy this and this copy go here. They will be added exactly where they were in the previous file. So if I say Control V to paste, as you can see, it's continuing that circle. So it's pasted in place if you copy. Next, of course, this is to open a new file. This is importing or appending three D files like OBJ files, STL files, step files, files you've modeled in another software like Blender or Solid Works or Fusion 360. If you want to import them into your work, that's what you use. Import or append. Save and save as are obvious if you've been using any computer. Export. This is what you use once your artwork is ready and you want to send it out to manufacturers or you want to three D print it. You export it in whatever format you want. And I will show you how to export your flower vases in the best way for three D printing and manufacturing. So don't worry. Quicksave version. Basically, this is to save a version of your current file. So if I have this cylinder here. Don't worry. We'll talk about all those. If I have this cylinder here, I can save this file in my desktop. Let me just go to the desktop. Save it as one. Save that. Now, if I come here and say Quicksave version, it's saved another version right next to where this original Wando plasticity is. And if you want to confirm, control all to open. And as you can see, we have one, but it's also given the date and time it was saved. Next, let's talk about the preferences. So when we go to preferences, this is where you will find the main settings of the entire software. Now, going back to manage licenses, if you click that, of course, let me drag this into the second window. This is where your licenses are located to show if you have a valid license, you can also log out of your connection to plasticity. Here you'll be notified anytime there is a new version, and this is your current version, the one that's graded out. So that's the P menu. Here we have the outliner and assets. Anytime you add something to your three D world or to your three D viewport, it will be listed under the outline and it will be put into its respective category. So this is a solid, that's why it's listed under solids, and I can collapse solids. Let me delete this. That was from the old startup file that had the bearing. So now we have solids. I can collapse that. If I add maybe a corner box, and a sphere. As I add them, they're also added here. If I duplicate this, shift D and push it to the other side and right link. Oh, no, I didn't shift D. Sorry. So select this. Shift D to duplicate. As you can see, we have sphere number two, and now the original is sphere number one. So as long as you have an object in the three D scene, rest assured it will be listed here. Now, if I add a curve, you will notice we have a curve category here. This is a spline, so a spline is also a curve. So as you see, this is a curve. Another thing you can add here to your scene is a reference image. So let me just open up my Windows Explorer, and I can just put this here. If I go to the download and see if I have any images, yes, I have a microphone image, so I can drag and drop this there, and as you can see, now that image, let me just double S. To increase its size, it's listed under images. So whatever you select here is also selected in the list in the outliner. Select the image, just like that. Next, if we move to the assets, if you add assets such as materials, if I select this and apply a material by pressing M, the letter M for money on the keyboard, let's make this red. Oh, we need to let me escape first. Let me switch to random mode. Now we've switched to random mode, if I select this and hit for money, and maybe let's make this red. Right to commit. Now, as you can see, the material has been added to the assets list. So this is where your materials will be listed. I don't know what else is listed here because I haven't seen anything else listed here as I work. Only materials seem to be listed here, but maybe there's something else. Next, we have four different modes, just like in a software like Blender, which is where I came from before I started using plasticity. In order for you to edit your objects in the three D scene, you have to be in different scenes because you might want to edit an edge, or you might want to move the object, or you might want to edit the face. And so if you want to edit edges, you must be in edge mode. In order to select edges and perform booleans and other things. If you want to select faces, you have to be in face mode. That means you can select any face or multiple pass by holding down shift. And if you want to move an object, you can't move it if you're in face edge or Control point mode. Because if you select, you're only selecting a face or an edge depending on the mode you're in. So if you want to move this entire object, you have to be in sheet and solid mode. Or oh, let me click aside. When we're in sheet or solid mode, now we can select the entire object. And if I hit G twice, I can move it around. G twice, move it around. Or if we're in all modes, like that. When all modes are activated, you can also select whatever object you want and you'll be good to go. And the way to change and shift from one mode to another is by using the number one, two, three, and four keys on your keyboard right before your F one, F two, F three keys. You can also toggle between whatever mode you're in by hitting tab. So now we're in Control Point mode. If I hit tab, it will activate all of them. If I'm in edge mode, hit tab, it will activate all of them and allow me to carry any one of these two. So that's how to switch from mode to mode. And now, you haven't seen me use this Control Point mode, and that's because it's used for curves because they are the ones that have control points. For example, if I select the polyline, And put those there. As you can see, we have control points. They're called CVs in plasticity. So if I select the Control Point mode, now I can select individual control points, and I'm just hitting GG to grab it. Now with this selected, I can also hold down Shift and select multiple control points. And if I hit GG, I can move those three. Same case applies to splines. Now, splines also have these extra control points that allow you to affect the curvature. You can select them when you're in this mode as well. So GG, just like that. So that's changing from mode to mode to edit. Next, let's talk about the tool menu, which you can drag to the left if you want or leave it where it is. This provides you with the various tools you will need to sketch because almost all your work will start with a sketch. I said almost because you can also start with these three primitives. So let me just delete these. Let me switch to as you can see, here's a good example of changing your mode. I can't select anything because I'm in Control Point mode, but if I hit tab, I can select all of them and delete. Now, in the next lesson, we're going to be working on sketching. We're going to do some sketching practice. But right now if you know the thing you're building is cylindrical, you can just quickly start with a cylinder instead of starting with a sketch. So a cylinder, just like that. Once again, let me delete it. Select the cylinder. Draw, click, pull up. Undo. You can input whatever diameter you want before you click. Just when you're dragging, you can hit tab, and now enter the diameter you want, maybe 20 millimeters. Enter, then pull upward. And you can regulate this height manually or you can come here and say specifically, I want it to be 25 millimeters high. Click anywhere in the Dalog box to apply that, and then right l to commit. Now you have a cylinder and you can start working on it. You can also start with this rectangle tool. Just like that. Now, let me delete these. Now, as you can see, we have these pre made templates we can start with, but we can also create a cylindrical object starting with a sketch. So I'll select the center circle, drag, tab, 20 diameter, and click. Now, that's a sketch. With a sketch draw, I can come in here and select the inside. And once you see this, you can pull upwards, and you can manually enter whatever value you want to put here. So like 25 was our chosen height. You click somewhere there, now it has a height of 25 MM right click to commit. So there you go. So as you can see, you can start with primitives or start by sketching. Most of the time I start with sketching. I rarely use these because sketching for me is way more fun and gives me much more flexibility. So here we have the measure distance tool, and this is important when you want to maybe measure distances or measure lengths of different parts. Next, we're going to talk about this, as you can see, we have shortcuts to commands to different commands like the radio array, rectangular array, Boolean, all these. Now, to see a list of all the rest of the commands, you can click this to search. And this will give you a list of all the commands, including these shortcuts that were placed here. They're also included here because they are part of all the commands you can use. Another way to access this menu is by pressing F on your keyboard, and it will appear wherever your mouse cursor is. So that's the command menu. Now, another thing you will notice here is this menu here, and this is what we call the context aware menu. These are just commands you will find in here in this list because this list all the commands plasticity provides. So this object aware or content aware menu just gives you the various commands you can apply to the currently selected object type. So when you select a curve, there are things you can do to a curve. That you can't do using some of the commands, and those commands are grade out, the ones you can't use when you've selected a curve. Now, if you select a solid and go here, you will notice we have a few commands available to apply to a solid. These others cannot apply to this solid in this context. Now, to access this menu, you can hit Shift F on your keyboard. And make sure you have something selected because it's context aware. It needs to know what you've selected first to know what to show you. So Shift F, and it'll show you commands you can apply to the objects selected. Remember, this other one is F, and this other one is Shift F. Next, let's talk about this left menu here or these collapsible panels. Let me just collapse them all. Now, here we have what we call the rando mode. Let me first of all, switch to Yes, so we have to when you're working inside plasticity, it's advisable to work in shader mode. You can choose any of these shaders. I like working in this mode. And once I'm ready, now, when you're in this shader mode, any of these modes, and you try to apply any material, it won't work because you're in shader mode. But once you're satisfied with the way your three D object looks in terms of shape, and you want to render it, now you can switch to render mode, and this will allow you to apply your materials. So if I hit M while this is selected, I can come here and say I want the roughness to be 0.9 because this is a plastic. I want the metalness to be 0.2, because the more plastic it is, the less metal it is. The more metal it is, the less plastic it is. Plastics are more rough than metals. That's why we increase the roughness and decrease the tal ness. Now, we're not going to spend time talking about the materials in this lesson. This is just an overview of the UI. So rightly apply. And now, let me just delete this curve with you. And now with this, I can come and say export and I can export it as all these files. These formats. So those are the random modes. Next, you can make changes to your camera and the way the camera just shows or displays your objects. Next, we can talk about the grid. You can choose to snap to grid. And that means when you're moving items, they will snap to different parts of the grid. You can also choose to change the units. Like right now, if I add anything like a circle, as you can see, the units are millimeters. We can change that to centimeters. You will notice even the grid changes to allow for larger units. And if I draw, the units are in centimeters, so you can switch to inches. That's why I love this software because it allows you to be very precise with your measurements. Collapse that. Snapping, in addition to snapping to the grid, you also have other snapping options to snap to control points, edges, curves, faces, and all that. I love to leave them all active, so don't deactivate them. But I don't like this snapping to the grid. Let me just collapse that. Snap to Grid. I don't like leaving it on Object snapping is activated. That's okay. Selection. So when you select anything here, you will get all the data about that selected object. Collapse there. Now, up here, you can choose to view this as an orthographic view or perspective view. Orthographic looks like that. Let me just switch. Looks like this flat Sort of view. I don't know how to describe it, but you can see it. And to switch between orthographic and perspective view, you can hit the numpad five on your keyboard. So if I hit five perspective, five again, orthographic, or you can togo using this. You can also show overlays. You can hide the grid and everything just to leave that like that. You can also, yeah, so hide or unhide. Here you have X ray mode. That's to make your object see through. So if I'm here and I want to maybe if I have a rectangle, let me just draw a rectangle here. If I'm selecting edges, if I switch to edge, select this edge, and I want to select the other edge on the other end, I can rotate and select it. Or I can select this, then hit out Z to make it transparent, and that allows me to see even the abstracted edges like that. Next, let's talk about section analysis. If I have, for example, a sphere, let's say that sphere. And let me just GG twice to grab it and move it freely to place it inside the rectangle. Right lei now it's inside. We can view a cross section of what we have in the scene right now by selecting a pace, maybe that pace and going to section analysis. And if I drag this, as you can see, it shows us a cross sectional analysis of the object, including whatever is inside of it. And this has so many uses when you're creating complex objects that have other objects inside of them like a bearing. So if I say Control N, do we still have that bearing? So let's assume we want to view this from the top, I can select this phase. And if I switch to section view, I can have a quick view of what this object looks like inside. And I think that's a very powerful tool. It's found in many other card software to help engineers and designers really hone in on internal part. So I think we've covered just about everything you need to know while you're starting out in plasticity. If you want to navigate inside this area, all you have to do is hold down the middle mouse button and you'll be able to orbit. If you want to zoom in and out, you can use your mouse wheel. If you want to pan from side to side, you can hold down Shift and the middle mouse button. And by the way, I'm following blender navigation settings. With plasticity, you're able to choose the navigation style you want to use. Because I'm familiar with blender, I can choose to have a navigation style that matches the blender navigation style. That allows me to quickly get up to speed on the software because I'm already used to the keyboard shortcut navigation commands. So if you've been using May or three dS Max or Fusion 360, you can choose to have a navigation style that feels like you're using Fusion 360. In fact, you don't even need to change these settings except just choosing the navigation you want. These others can be left exactly the way they are. As we speak, those are the settings I'm using right here. So with that said, I hope you now have a better understanding of the user interface provided by plasticity. In the next lesson, let's now get started with sketching practice. I'll see you shortly. 4. Sketching Practice: Welcome back. So now it's time to learn how to sketch. We're just going to look at the basics. So let me just get rid of everything here. Now, to draw a sketch is select a curve from here. So I'm going to select the corner rectangle. Let's say, for example, I want to draw a bus. I want to model a bus. So I'm going to select the corner rectangle. I just want to aim at the middle of the world because that's where I like to start from. Then I'll click. And as you can see, we're dragging it in this quarter of the world. We have these three other quarters here. If we want it to occupy all of them, just hit C. And now we're sizing it in all four quadrants. Now, that's a rough shape of a bass. Now I can select the inside and then of course, extrude. So that's a simple way to sketch. We can also draw the same thing using this line too if I go up, or if I go to the top view, clicking seven, I can come here, draw that. And if I want to be specific about the length of that line, I can hit tab to say maybe two, click there. Hit tab to change that, maybe two. And in fact, if I escape and undo Control Z, go up here, tab, once again, tab two. Now, that's the measurement no matter how far I go up because we've said two. If I click, now I can switch to any direction. If I hit tab, I can hit tab twice to switch two degrees, and I can say, maybe I want this to be one, 20 degrees. 120 degrees. And now it's constrained to the 120 degrees. If I can't continue going up there, all I have to do right now is hold down shift middle mouse button, and drag, and I can continue in this direction. Click there. I can hit tab if I want to put this measurement or hit tab, if I don't or escape. Then click. And as you can see, it's pretty simple. And to close it, you have to make sure it snaps to that final vertex. And now the inside is filled with blue. If it's not filled with blue, then you have an open space. There is a space you've not covered. Here's an example. Rightly. So now, that's not covered. Let me close that. So you don't have a blue inside, so you can't select it to extrude, but here you can select to extrude. So even if sometimes you find problems that you don't understand, you've drawn a sketch and it's not blue inside, and you're wondering why. So let's say, for example, I draw that and that, and that, and that, then I'm very far off, but I come and put this maybe somewhere there. If I'm far, I would be wondering why it's not blue inside, but if I zoom in very closely by holding down the mouse wheel, I will realize there is a gap here, so I can select that. Double click GG to grab, hold down Control to snap to the nearest vertex or edge. And I want to come here and snap to that. And if I click outside, now it's blue inside because there is no open gap. Now, this is pretty similar to the circle. Can select this drag. If you want to increase the number of corners before you commit, you can hit the up arrow on your keyboard and you can increase the number of sides. And then right click to Commit. Now, we're going to look at all these tools as we continue building. I don't want us to spend too much time learning this because this class is geared towards complete beginners, and I'm only showing you the tools we will use in this class that involves flower vases. When we move on to more complex objects, we're going to learn more of the tools we've not mentioned. Now, I'll just remember that I need to mention a few more things which are crucial. So like I mentioned, you can switch between these using the numbers on your keyboard, so I'll just hit two. And now, when you select an edge, immediately a gizmo appears, this Gizmo allows you to apply fillets or chamfers. So this is a chamfer, and this is a filllet. In blender, we call this beveling. This is a very important tool that you will use many, many times when working on three D modeling projects. Next thing we need to look at is, remember we drew this incomplete spline what is it? Polyline. And let me just escape from this selection here by hitting Escape. Now, I'll switch. I'm still in edge mode. I want to switch to Control Point mode. As you can see, these are not attached. So we can bridge these two using the bridge curve tool. If I select that and select this control point and then select this other control point or anywhere on that line, I can bridge that curve. And I can change this to G, g2g3, G zero. Now, all those gg1g2 G three, those are what we call continuity, and you will learn that as you get used to plasticity. Now, if I want to commit this, of course, I write leak outside, and as you can see, it's filled. Now, you can also trim. You can also do the opposite of bridging. You can also remove parts of a curve or a polyline. So just hit and now whatever line or edge you aim at and select will be deleted. So just hit T for trim. That's the trim tool. Select that. And as long as it's the active tool, whatever edge I select, it gets deleted. So that's very handy when you're sketching because you might draw a sketch that has curves that go beyond where you want them to be, and you just want to trim off one side. So, for example, this, you can trim off that side and that, and now you're left with this 120 degree angle. Yeah. So I just wanted to mention that because I felt it's important to mention it at this point. So now, without wasting any more time, let's get started with the actual modeling of the flower vases. And so we're starting with a very simple basic flower vase, and in successive lessons, we'll work on increasingly more complex flower vases. So I'll see you shortly. 5. Flower Vase 1: Mentioned that this class is for complete beginners. So the flower vases we're going to create today are not very complex. We're going to start with a simple model in this flower vase one. And as we go to flower vase, two, three, four, five, we're going to introduce some more complexity. I'll just hit one to go to the front, and as you can see, this is its profile. It has this slanted feature right here. And we want to see how we can create that. So I can open up a new instance of plasticity, so we don't close this or we can work from here. So let me just select it. Hit G for grab to move it. So G to grab it, then I'll select the X axis arrow to drag it to the side like that. Now, I want us to use the world origin, the center of the world. Let's switch to the top view by hitting seven on the numpad on your keyboard. Now we're viewing it from the top, and I want to create a circle. So I'll just select a circle here. Let me just drag this to this other side. I like it on this side. I'll select the center circle, and I'll go to the center. And because I have snapping enabled, and you should not confuse snap to grid with snapping, let me collapse that and collapse grid. And so when we hover over the center of the world, we'll be able to snap there, and I'll just draw a circle, maybe up to that point. We're not trying to be accurate in terms of dimensions. So I'll switch to the front view by hitting number one. And as you can see, that's the curve for the bottom. Now, I'll hit Shift D while this is still selected, Shift D to duplicate it, and I'll drag it upwards like that. And as you can see, the top circle or the opening has a smaller diameter than the base. So let me switch to the front. I just want to make sure this is selected. Select the curve and then S twice to scale it freestyle. So let me say maybe that point. Alright, I'll shift D once again and put it somewhere there, and I'll scale it up S twice to scale it maybe up to that point. And I'll hit R twice to rotate just like that. And now we have our profile. So if I rotate it like that, as you can see, that's the basic shape. If I select this, then the center one and the bottom, I can hit L for loft and it'll produce that weird but nice shape. That's one way to do it. In fact, I had thought of doing it that way, and I love this. We've used loft L for loft, so I'll just right click to commit or accept that. And now, because I like this new shape and I want to keep it because I might want to three D print it, I'm going to select it like that, shift D, and slide it to the side. So now we're left with this. In fact, let me just delete that I wanted us to use a different method to achieve the goal, this goal. We've used loft after selecting these three, we've used L for loft, but let me undo. And now to achieve this angular shape, these angular edges and not have them curvy, what we need to do is avoid selecting the three of them at once because that's what will produce that. We can select the first one and the second one, hit L, and now that will combine the first two, then select this curve and the bottom one, L once again, and now you have your shape. If I go to the front end, that's what we have. Let me just delete all these sketches or I can just hide them. I've selected them. Now I can hit H on the keyboard to hide them. Remember, these are two separate sheets because we've created them separately. There is this, GG, and there is this. So we need to select both of them and hit J to combine them into one object. Now if I select it GG, it's one object. Now, right now we're in random mode. I want us to switch to shade or mold for a second and just have a look at it. Oh, we did not create the bottom base. You do not create the base, so I'll select the edge. Now, if you select it and it selects just half, hold down out and shift, then hover over the edge, and it will select the entire edge. And now I can hit Shift J to patch the hole. If you want to seal a hole, use patch hole. So I'll just go ahead and right click and I think I like it. Let me just also patch this. Select that and that Shift J. There we go. But now, because you're designing this for three D printing, we need to thicken it because right now it's just a sheet. So as you can see, this one here is a solid. This is a sheet. So how do we make it a solid? Simple, select it. Hit F on the keyboard. That will bring up the command menu and you can type thicken. Oto suggest will bring the thicken. And now this gizmo will appear, and you can drag it inwards to thicken it inwards or outwards to thicken it outwards. I want it to go inward. Maybe five let's say 4 millimeters because we don't want to make it too thick. There we go. So now the entire thing is a solid, and I can do the same for this. F thicen. And then I'll select that 0.5 m. No, wait. I should have said five m No, four M. There we go. Now, I think we can add some beauty here. I'll select that edge and the inner edge because there is an inner and outer edge because remember, we've thickened this. So now it has a curve inside and outside. So that's selected, I'll hold down and shift select the inner one. And now with that, let me switch to the front with one on the num pad. And I'll grabbing this Gizmo, I'll drag. And let me drag in the other side. Yeah. Maybe that way. There we go. Alright, before we finish this, I want to switch the front end, and we want to add materials. So I'll switch to random mode. Select this. I'll hit M on the keyboard for material. And I'll change because this is plastic. We're going to three D print it. Let's give it a plastic material. So a plastic is not metal, so the lower this number, the better. So 0.2 for metalness, it's less metal, and that takes away the reflectiveness because metals are reflective. Let's increase the roughness because plastics have more roughness on their surface at a microscopic level than metals. So the higher this number, the better. So 0.9 just like that. And then IOR. Let's give it 1.3. I like using 1.3. Now, let's switch this color. I'll select the color and you can change it to any color you want. Let's say you want, let's say a green color. No, let's say blue. Or, let's say pink or purple. Dark purple. Let me also select this M for material. I can change the material before changing these other aspects. Maybe let's give it 25, 25, 25, for a black color. But remember, we want it to be plastic point maybe 0.8. This is maybe 0.2, and 1.3. There we go. We have three D printable flower vases that you can sell. I think these look beautiful. And of course, these are just lines created by the software to show us where we did something. Here we added a fillet. Here we don't have that because we did not manually add that. But you can hide these lines, these edges by going here to this section and check show edges. Now, as you can see, we have three beautiful flower vases. So that's just a quick intro to plasticity. Like I said, this class was meant for complete beginners, and I chose a flower vase because it's not complex. It doesn't have several complex surfaces that need to be modeled. It's just a simple container, but people are making money with flower vases and other three D printed products. And I want to introduce you to that world. So now we have our flour vases. What next? How do you print it? How do you export it or prepare it for print? So that's very simple. Just go here, export. And I want to choose step. Step is one of the best, if not the best formats to export, anything you want to three D print or manufacture. So we're going to use step format, and I'm going to Enter. Now, as you can see in this small dialog box here, the step format can be exported in three different ways. We can have AP two oh three, 214 or 242. Now, AP two oh three is the oldest step format, and AP 242 is the latest step format. Now the main difference in the three is how much data each provides to the person who opens the step file. So when we export these in AP two oh three, they will provide less data to the software that will be used by the manufacturers to manufacture it. In this case, three D printing, we will use a slicer, and the slicer will read the step file we will have exported. And this AP if we will have exported it in AP two oh three, it will have less data for the slicer to read about what's contained inside. AP 242 will have more data, which will mean more accuracy in manufacturing. So let's just choose that, and I'll also convert analytics to nerves, and I'll choose Okay. There we go. So now if I go to the P menu and say import or append, as you can see, we have flower vase one dot STP, a dot SEP. You can share this file with manufacturers, three D printers, whoever is going to build this flower vase. So basically, that's how to export the flour vase. Now you're ready and you have something you can manufacture. Now, one thing I've remembered to mention is, if you're using the 30 day free trial, you'll not be able to export in format. So as you can see, you can import steps, but you cannot export, but you can export in OBJ and SDL in low resolution. If you want to be able to export in high resolution, step OBJ SDL and these are the formats, have to have the Indie license, which is a one off fee or the studio license, which is what I'm using and I'm able to export in all these formats. So if I switch back to our workspace here and go to Export, as you can see, I have all these formats available to me. And, of course, all these serve different purposes. You can export in SDL. SDL is also a good format to export in, but SEP is superior to STL. As you can see, you can also export in OBJ. So you will need a studio license, but the good thing about plasticity is that you own your software. I bought this software, and now I will have it forever. It's mine. It will not stop working after one year or lock me out because I need to renew my subscription. Yeah, and that's it. 6. Flower Vase 2: And welcome back. So this is the second flower vase we're creating or modeling in this introduction to plasticity for complete beginners. And remember, last time we used a technique of adding circles all over Shift D, and we created our flower vase. We can also create this flower vase in that same way, but I want to show you a different way to do it. So I'll select this G and push it to the side as usual, because I want to use the center. Alright. So as you can see, let me just switch to the front. We have this profile here that runs vertically in a straight line like that, and then it slants, curves here. Let's see how we can create that. So we're going to use something called revolve. So remember, almost everything starts with a sketch, so I'll just pick the line two and start sketching. And now, if I switch to the top, I want to sketch just one side and then revolve it around. So we want to start with the radius, not the diameter, the radius. So I'll select that. And as long as this pink line appears, it means I'm moving in a straight line. I'll just move it and hit tab to manually enter the number I want there. So, you can just hit 5 centimeters, and now that's the radius. I'm going to select the line tool again. Give it the neck. Then I'm going to take maybe this pot or just eyeballing it up to that joint, and then maybe up to that spot. Then finally there. Now, these are two lines because we do this first, so I'll just select the two of them. Hit J to join them. Now it's one line. And I'll create another line here to join now, like that. And let me just hit J. Now we have this thing. I'll select the inside, and I'll choose Revolve. Yes, here we go. And I'll choose the axis. When I hover over any axis, it gets highlighted by using the middle mouse wheel, let me just orbit here. Let me just zoom in. Remember, we already selected revolve and that's the active tool. That's why it has that small circle. And if I select that axis once and twice, it will go in that direction. If I select the X axis, let me hit X, go here while this is still selected, go here, revolve. If I select this axis, twice. I will rotate it in that axis, and that's not what we want do. So I'll select it once again, go here, revolve, and we want to rotate it along the Z axis. There we go. Now, one thing you will notice is if I hide this curve, the entire curve, when we revolve, the place where the sketch was is going to leave a mark. To get rid of that, select it, hit F on the keyboard, then type redundant or RED. That will bring up delete redundant topology. I'll select that, and now there we go. Another thing I want to do is select this edge. And bevel it or fill it it. Right click to commit, and there we go. Now, I'll just select this top edge like that and shift X to get rid of it to leave a hollow hole, but the base exists. Then I'll select this, and of course, let's give it some thickness, F thicken. And then I'll give it maybe 4 millimeters. I found 4 millimeters to be a good size, a good thickness for three D printable flour vases. But it also depends on the size. If the flower vase is humongous, it also needs a huge wall. So there we go. Now, we're in shade of mode. I want to switch to random mode to give this some color, some material, select it, hit M. Let's start by making it rough 0.8, less metal, 0.3, then let's say 1.3. I'll change this to maybe blue. Now, if you want to apply this material to the second model in your scene, select the material to the object with the material you want to copy, then select the object you want to copy the material to. Then hit M. That will copy the material to it. So that's method or technique number two on how to create a flower vase. And, of course, remember, you can hide the edges to see the final results. That's how your flower vases look. M. 7. Flower Vase 3: Now, here we have a slightly more complex flower base, not that complex, but it's slightly more complex than the other two we've already created. So how do we create this? So as usual, I'll select that then G and X, put it right there. And now we have this space up here. Let me just switch to front view one. Let me just select this alone. I hadn't combined it with this pattern, so dot all right. So I'll just go here. I'll select my tool here. And because we're three D printing it, we need to know the dimensions. So I'm going to use six tab six for my radius so that the diameter is 12. And once I've typed six in there and this line is is pink, I'll click outside, but the tool is still active so I can continue drawing what I'm drawing. So I'll scroll and zoom in slightly while it's still active tab to make these 3 centimeters. Then I'll click as long as that pink line is appearing because we've already constrained it to three, it can't get longer, even if you move down. So that the tool is still active. Yeah, let's put that maybe somewhere there. And yeah, let's put that somewhere there. I want the base to be wider than the brim. So as you can see, this is where the brim reaches. So I want it to be somewhere there. I mean, I can also just leave that there, rightly can let it go. And if I want to be specific about the base, I can come here, select that tab, and say maybe 8 centimeters for or 16 centimeter diameter. Now, let's say five as the radius because I want the diameter to be 10 centimeters. I'll click outside along the pink line. Click outside, right click to get rid of that. Now, if I select this vertex, G and hold down Control, it will snap to that other vertex right there. And we can let me also draw that line there, hold down Control to snap. No, just snap there. I want to snap that vertex. So now I want to select all of them, J to join. And for this, I want to B for Fillet or Chafer. I want to pull that that way. Now, as you can see, this is wide while this is narrow. So can we move this outward? B, I think it's much better now. Yeah, let's go with that. And of course, because we have that now we can select the inside and revolve along the Z axis. Now, they don't look identical. This edge is too low and this is up, but basically the shape is still we're still getting roughly the same shape. And I think I remember what happened. We're going to do that. So let me actually go to the front. We're going to finish this up. Let me just hit tab to make sure all these are active. Then select this, then G and drag it in that direction. All right. So now let's see if we can get something that's more closely resembles this. So I'll just go with tab. Let's say five radius. Then I'll just click there. And I think last time I put this vertex very close to the top than the bottom. And then I dragged it downwards. I can put that right there. There we go. Now, if I take this B, let's push it down. Now let's B. Let's pull it much more than B. GX B, GZ, B for bevo. And I think we're now starting to get a shape closely resembling our shape there. So now, if I choose rotate, I revolve, one, two, I think it resembles this more. Of course, the brim, the neck here is smaller than this. But the point here is for you to understand how to use these tools. So now, like we did last time, I want to select this phase. That's the edge phase. No, we want to switch to face. Select that phase and that shift X to delete. I'll also collapse solids, select all curves. I can delete them. I don't need them. Select these two. No, I want to make sure all these are active. So tab, then select them. F, thicken. Then I can say, no, let's go in north. 4 millimeters. No, we should have gone the other direction. F, thicken Negative, not positive, negative 4 millimeters to go inwards, just like that. And right click, select both of them again. F, redundant topology, get rid of it. Select this. These are actually three slight variations of the same vase, and I think you can print them out as a set, actually. So we're in random mode already, so let me just hit M. Let's change this to maybe, sort of green. And now you can leave it metallic like that if you want to make it a glass or something, but I want it to be three D printable. Remember, 0.2, 1.3 and 0.9. Now, let's change this. Yeah, that lime green. I like it. We can leave this as a shiny. No, let's make it just a white plastic. So point This is roughness, 0.8, 0.3 and 1.3. Let's make it gray instead of white, dark gray, which is better than very bright white, like that. And now we can disable the edges, and those are our flower vases. So as you can see, plasticity gives you tools to very quickly put together products that you can three D print and sell to customers. That's all for now. I'll see you in the next one. 8. Flower Vase 4: Wanted us to work on it together. If we switch to the top, as you can see, we have these sort of fins that look awesome, add some aesthetic value to the flower vase. So how do we create this? Let me just select that. And as you can see, in fact, we have some circles inside, which means I use the circle method, but you can also use the revolve method. So now, what I'm going to do is select that, switch the front end, G, and move it to the side, just like that as usual. Okay, let's give it a diameter of 10 centimeters. Let's be more specific. Switch the front, Shift D. Let's put this right here and let's expand it. I'm going to shift D again here, scale downwards. In fact, G, Z to bring it down slightly. Shift D and let's put that there. The reason I've added this here is because of this inward curve. So if I select the three of them and L, as you can see, there is that curve, and that's what we want. Now, of course, it's not identical to this, as you can see, and that's because of the placement of the circles. And I don't think we should struggle to put those where they are, because the goal here is to show you how I got a shape like this. And as you can see, you can achieve it just by using the circles. Let me select the curves. I'm done with them, so I'll just delete them. Sometimes you don't want to delete your curves if you might want to reuse them. I'll select this and shift X to delete. Now, let's also give it some thickness. Select that F TikN and this is negative four MM. Just like that. Now, let me switch to this. Let's work in that mode, and let's also enable the edges. Looks nice, by the way. If you print this, I've never three D printed this. I might three D print it and put it on my online shop. In fact, I even like this one just the way it looks, so I'm going to shift D and put it on the side. Then I'll say, No, let's go to the front because we want to create this shape. Now, this is where we use the spline curve, too, because we want to draw a curve that runs along this. And in fact, I'm going to put the vertices inside the solid. So let me while it's still active, I can hit Alt Z to see through Alt Z again. That means I can't see through. Alt Z, I can see through again. So let me just put that there. There. Don't worry about being accurate. We're going to move the vertices around to get this accurate. So I'll put that there. Let me just tap there there and there. So before we do anything else, let's go and select this vertex, G. Let's push it down slightly, just like that. It doesn't have to be parallel following this curve exactly or precisely because it's going to be embedded inside. That's why we have the line inside. I'll also select this G. Let me push it upwards a bit. Yeah, right click. In fact, let me push this G up to that point. G Z, G, holding down shift, I can push all these inside. In fact, I want to push this upwards just a little bit. Alright. And this as well. Let me G twice. Let me put it right there. So now, there we have. We have a rough outline of the profile of the flower vase. So I want to select the edge. So I'll select it, Shift D to duplicate it, and I'll put that right there. I'll come here and maybe move these two. First of all, let me switch to control points, then select these two control points. G, I want to bring them closer. To the edge like that. G, let me put that closer there. Let's do the same here, G. Holding down Shift, Escape, holding down shift to make sure both are selected. G. There we go. So now zooming in here, yeah. Line two, right lik Holding down shift, select right, select these. No, wait. We have to switch to edge mode or just make sure all are selected. Now, select those two. Hold down shift, select this. J to join them. Now it's one line. It's one curve. Now, if I come here, let's do the same. There we go. Then select those J. So now, right, let me select that vertex holding down Shift and that B to bevo We don't want to over bevel. Otherwise, it's going to throw that arrow. Blending can't be done. So let me go down. Hold down shift to move in smaller increments and maybe up to that point. And now, this is fiileting. This is chamfering instead of filleting. So let's go in the opposite direction. Let's get closer. Yeah. Instead of it being in this manner, let's put it let's give it a curve like that. Alright. So now, with that, I'm going to hide this with H, and I'm going to select here, the inside, then switch to three, which is the side view. And I might choose to I'm going to extrude, and I want to make this maybe 5 millimeters each. Or let's yeah, 5 millimeters each. Don't worry, that's my three D printer. It's just completed the project. So I'm going to put 5 millimeters in there and hit tab to reflect it to the other side, just like that. Now, this 5 centimeters represents just this side, and this other negative 0.5 centimeters represents the reflected side. So let's make it 2.5 millimeters. Each. So 2.5 plus 2.5 makes it 5 millimeters. So this thing is 5 millimeters thick. So now let me select this curve and maybe hide it because I might want to regenerate that curve. But with this, remember, it was embedded inside this solid, as you can see. So now if I select this, we can radio array it. With it selected, I'll switch the top view, then radio array. And when you get to the center, it'll automatically snap just like that. Click. And now you can increase the number. Let's see how it looks before we go too far. I like it. But let's just continue adding more. Now, you can obviously see that we can increase the number to get this result, but I think I'm going to leave it looking like that because it's just beautiful like that. So those are 24. You can play around with these other settings, but I don't usually play around with them unless I'm working on a very complex project. I'll right click that, and there we go. Now, the reason we had the curve embedded inside the solid was to make sure these patterns are in touch with this because with that, let me just select this and shift D to duplicate it. This is what I'll keep. Now, if we select we can now select individual those individual features, but if I select all of them and hit Q and go to Union or hit Q twice. Now we've combined it into one flower vase. You can't select one of these features because now it's one solid, G. And this is how to prepare it for export to three D printing. You can't export it as separate parts like this and expect to print it as one object. Let's switch to random mode, and I'm going to select that. Hit for materials. It's still plastic. So roughness 0.9 point maybe 0.3, 1.3. And let's give it maybe what color shall we give it? This purplish, bluish color. But now, those are nother colors for a flower vase. Just look at that. I like that. And now if we disable the edges, that's how flower vases look. I don't like this green, so I'll select that M, Uh, let's say somewhere there. And there you have it. So that's how to create that type of pattern on your flower vase. I hope you like this lesson. I'll see you in the next lesson. Don't go anywhere. 9. Final Thoughts: And that's a wrap. You finally made it to the very end of this class. I want to say a huge congratulations for that. That's a huge achievement. Now, learning to model in plasticity is a very valuable 21st century skill, and now you have a solid foundation on how to model your own three de pritable objects. Of course, we're not stopping here. The best way to really hold on to these skills is by practicing. So I'd really like to see what you've been able to create. Maybe you've created your own unique flower vases based on the skills you've gained so far, or maybe you've just followed along and finished modeling the flower vases we've made. Here at Skillshare, we like sharing our class projects to get feedback from teachers and fellow students. So I encourage you to click the projects and resources tab right below this video player. And look for the submit project button. It'll take you probably one or 2 minutes and share your project with the community, get feedback from me, get feedback from your fellow students. Let's see what you've been able to create. Also, if you like this class, it would really mean a lot. If you could share your feedback with me. Let me know what you liked about the class and help other prospective students know what to expect from this class. So I would really appreciate you taking less than a minute, go to the reviewtab right below this video player and drop your rating and feedback. I would really appreciate. And as I mentioned, this is going to be a series, so it's not ending here. This is just the beginning. I plan on publishing a brand new plasticity class every single week. So make sure you follow me to be alerted every time I publish a brand new class. And with that, I want to say, thank you for hanging out with me as we learn plasticity, and I can't wait to see what you've been able to create and can't wait to see you in the next class.