Saw a reference to this in the awesome firefall art dump thread (here -
http://www.polycount.com/forum/showthread.php?t=115361)
I know a lot of people use this method, but realized I had never seen a video focusing only on the technique, so whipped one up real quick to demonstrate. This has really sped up my modeling of hard surface stuff. I still use a lot of control loops, but when speed is really of the essence, this can oftentimes make a big difference in time, without too much difference in end results.
[ame="
http://www.youtube.com/watch?v=87I8FpXn3Yc"]Double Smooth in 3DS Max - YouTube[/ame]
Malcolm posted a way to do this in Maya, though I have not tested it myself.
File menu> Proxy Subdiv Proxy> Select smoothed mesh> channel box set keep hard edges on> hit 3 on keyboard to smooth again> now move points on the subdiv proxy cage and harden/soften edges as needed.
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Although your poly counts explode. But with today's PCs, it's not a huge issue.
Sometimes I do still use the regular methods, since double smoothing pinches or does weird things/doesn't work as well as default methods.
http://wiki.polycount.com/SubdivisionSurfaceModeling#Hard_Surfaces
For modo users,it's possible to get first iteration of double smoothing method by using p-sub and cranking up edge weight value.And then you can smooth it again and you simply have identical results.But I find smoothing groups determinant more user-friendly than edge determinant method.
Yeah, as a Modo user I really avoid edge weights, my models generally get sent off to max/maya at some point so I tend to stick to traditional sub-d methods.
Really? Seeing how edge weights work in Modo vids is one of the number one reasons I have been tempted to try it. If they are not so useful as at first glance, that is depressing.