I see a lot of 3d max tutorials of how to model hard surfaces that uses crease modifier in the model so they dont have to make 2 or 3 edges near each other to make a crease but i dont know how to proceed with that technique in maya.
Also what are the advantages and inconvenients of using that technique over the traditional hard surface modeling of puting edges near the edge that you want to be more crease in smooth version?
I hope i explained that correctly.
Thanks.
Replies
I mean, adding simply control loops will make the edge more "sharp" in the smooth version so why to use the crease too?
Here's a tutorial I did a few years ago explaining what I mean. It's for Zbrush but is the exact same principles:
https://www.youtube.com/watch?v=sqMQqjs0qpw
There are some things i dont understand completely when you convert the creased edges in geometry why you did that? this is for transfer between softwares? if you export the mesh like .obj it doesnt mantain the creases? also i notice you crease some edges and make suport edges in others. In wich cases would be better to do the creases in what cases the suport edges?