I've been trying to do some more hi-poly stuff in maya 2013. I've got this pretty simple piece set up and I can't figure out whats going on with the smooth preview. I've put in control loops around the circles and have creases the outer edges(set to 10). The problem is that when I preview, the mesh distorts at the verts, like they're pinching. I've tried a million things. I've gone through all of the options in the display>polygon menu, played around with beveling. redone some of the edgeflow, tried some different edge softening/hardening, but nothing seems to work to get that edge clean. Looks great where there are control loops, but the creasing looks like garbage. Any thoughts? Is creasing the wrong way to go?
Replies
You can also preview the smooth preview divisions, then you can see better, what happens.
You will want to reinforce your topology with a ring of quads in order to get rid of that issue. Ideally you should support all your corners with quad rings. It helps maintain the shape as well as give you more freedom to make shapes and tie off troublesome edge loops on the inside of these rings.
heres a quick brick to show the difference it makes
https://www.dropbox.com/s/mfjjbl1qxu1rqd8/hardedges%26poles.obj?dl=0
Maybe look into the following sequence of tools to help speed up your support looping:
Modify > Convert > Polygon Edges to Curve
Curves > Offset > Offset Curve
Surfaces > Loft
Not to say creasing is worthless. It can be very useful when utilizing software like ZBrush where it does a better job at maintaining creased corners after subdividing. But I've found very few uses for creasing when creating high poly models within Maya.
I still haven't come to grips with creasing either. I like it, but I tend to run into lots of little cases where I also need standard support loops to hold a shape. And then you make some edits and all the creasing gets distributed around to the whole model. And that's a difficult way to work.
So I just use it for smaller/simpler pieces that I can easily predict the outcome rather than say, a whole mech.
edit: back to your original question: Like the others said, it's your topology. Don't try to save polys in that way, you'll need to continue the loops down the walls. You're just creating new flows giving the top "weight" to pull those poles in.
Personally I tend to use it on support loops, instead of using double support loops. Keeps the mesh lighter and produces equally good results.