Hi,
I'm trying to replicate the "crease+hard edge" look from blender into maya.
But am getting stuck on the harden edge.
As you can see the orange edgeloop is creased and hardened, but it doesn't smooth out in subdiv like it would do in blender.
And to be clear, I don't want a bevel. I want a super sharp hard edge smoothed out in subdiv.
Is this a limitation of maya, or is it possible?
Replies
here's the object in blender with that same object.
You see the loop is also "hard/sharp" and has a crease on it, but when subdivided it keeps the loop sharp but still subdivides it.
here is lvl2.
versus lvl 6.
The only other option would be to do a super tight bevel like this, which you said you don't want.
edit: i forgot all about the "maya catmull clark" method where you can do hard edges and have them propagate to the result. I don't have a solution for you there, it feels goofy to manage hardness + creases and everything looks off in one way or another.
I'm thinking it's just not possible in maya perhaps.
@throttlekitty yes indeed, to get the sharp result you do need to set smoothing to "catlmull clark"
For further clarification, here's the blender vs maya results I'm getting.
For my purposes it's important to get the sharp non-beveled edge on a subdiv mesh.
additionally to setting the subdiv method to catmull-clark you also have to turn on propagate edge hardness.