I have a really hard time to see any differences in the target audience and field between the 2 softwares.
Plasticity comes with pre-defined shortcuts (and some weird hidden combo key stuff), it doesn't make it more 'artist' friendly, maybe just more 'blender artist' friendly ?
Once you scratch the surface, when it comes to customization and key bind function, MoI scripts system is way more powerful.
Also Plasticity having more options for the meshing is such a strange argument, they are indeed more obscure linked parameters, however the way MoI creates Ngones meshes is on another level, it's not some sort of triangle merging post function. The 'divide larger than' applied only on "curved" is a polygon count saver for voxel workflow (zbrush, vdb etc).
When creating assets for game prototyping, I really have no shame in using MoI export directly in our game engine. Even the existing uv data is kinda usable for that purpose.
Snapping features and implementation, construction lines, object management, MoI is way ahead too ... ofc those are not shiny marketing features, but it's what makes MoI fast to work with personally.
The only (but big one) advantage of Plasticity is the fillets and surface continuity options ... The parasolid patch tool is just insane ...
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