Direct Modeling In Plasticity Upper Body by Edward Boateng
Duration:8.5 hours
Actual Duration:7h 31m
Release date:2024, December
Publisher:Udemy
Skill level:Beginner
Language:English
Exercise files:Yes
Software:Plasticity
Course URL:https://www.udemy.com/course/direct-modeling-in-plasticity-upper-body/
Build a full game-ready upper body without leaving Plasticity. You start from zero and end with a clean torso you can actually show in a portfolio.
π― What you’ll learn
- Direct model in Plasticity using its core modeling toolset
- Work the technical side of CAD modeling for characters
- Combine organic and hard-surface modeling in one workflow
- Use XNurbs and Raise Degree to control surfaces
- Manipulate curves and points to get any shape you want
- Model the complete upper body of a game character
β Requirements
- Skills: No prior Plasticity experience needed, basic 3D navigation helps
- Tools: Plasticity 1.4 or later, 30-day trial works for the course
- Hardware: 64-bit Windows or Mac computer, 3-button mouse with middle-click
π Description
This is a video-based, follow-along course. Edward walks you through Plasticity, direct modeling, and the hidden tools most people skip, then puts them straight to work on a character.
You start with the interface and a quick warm-up on how direct modeling actually works. Then you get into surfaces fast – XNurbs, Raise Degree, curves, points, and how geometry flow works in CAD. The idea is simple: if you can control the curve, you can get the shape.
From there it’s all upper body. You use included blueprints to block out the torso, shoulders, and arms, mixing organic modeling for the body with hard-surface techniques for armor and details. You will use Boolean, lofting, extrusion, patching, and projection imprint to cut, blend, and sharpen forms without fighting topology like in poly modeling.
By the end you understand what tool to grab for what shape. The course goes from basic clicks to advanced surface tricks, so you finish able to build any complex object or character part in Plasticity.
π§βπ Who this course is for
- Beginners who want to learn 3D modeling directly in Plasticity from scratch
- Artists from Blender, Maya, or ZBrush who want a CAD-based workflow for game characters
π§βπ« About the Author
Edward Boateng is a technical director at Digital Extreme, building graphics solutions for TV, films, and games. He works across lookdev and production pipelines and teaches from real client work, not just theory. In this course he focuses on what he uses daily: fast, clean CAD modeling for complex characters.
π Final Result
- Finished upper body of a game character modeled in Plasticity – torso, shoulders, neck and hard-surface details, built from blueprints and ready for portfolio renders.

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