I'm no hard surface expert by any means, but doing something simple as a door would be not too difficult in Maya when it comes to hard surface modelling.
Ever since I installed 2015, and don't get me wrong it's a fantastic improvement for a change, but what the heck is up with the smoothing?
It's almost like they look like some poorly baked normals and the only way I can get my shapes to look like hard is by adding what seems like too many support loops and geometry. All it is, basically, is a door frame.
http://gyazo.com/5a355daecc01f076c9d982a198521641
What I'm doing here is, adding a support loop to the bottom of the shape, to bring the surface forward and harder, but it still looks weirdly shaded and smoothed.
So I take the loop away and that's what it looks like.
Or maybe this is all because I suck at hard surface and haven't a clue what I'm doing.
Replies
In terms of game art, you probably don't want a perfect 90 degree edge on your high poly anyway, as it won't bake down very well to normal maps: you'll want at least some edge softness on most things unless you're making sharp objects such as knives and swords.
If you're having trouble understanding edge flow for high poly modeling, you may want to try challenging yourself with the Weekly Hard Surface Challenge (here's Part 2), or you can take a peek at what other people have already done there to see how they achieved their shapes.
I guess the puzzling part about whether or not to determine what I'm doing right in Maya is down to the black shading that 2015 has, but I did a quick comparison with a simple cube, and everything looks fine. So yeah, must be the creasing or placement of edge loops.
I'll check out the hard surface challenge and give it a go!
Also one last thing, do you recommend a high poly version of a door like this?
*That big black area looks like you're showing the same polygons as the top image with smooth edges, not in smooth mesh preview, where the creases actually do their thing.