hi i have seen that in max you can choose faces to do smoothing groups and then with chamfer modifier subdivide .
In maya you can do it something like that i thought could be use hard edges + bevel only in the hard edges but sometimes give issues when i subdivided
thanks for all
Replies
that is the isiue
As a side note, hard edges do not interfere with the smooth preview. If you have a hard edge when smoothed, it means you have bad topology in that area.
An example with your model in Blender:
An example with a more advanced model and subtracts boolean texts:
Tutorial on Blender (in french):
https://youtu.be/wdaraOkqt04
Tutorial on Modo in english:
https://youtu.be/EHkbCQQykAg
Arnold render does not support it yet, you must purchase Redshift if you want this effect in Maya and I don't know if you can bake with it. For free you have Blender's recent builds, it supports it for both rendering and map baking.
For smoothing group you are talking about edge splits used to fix the smoothing by disconnecting the edges. 3ds max's smoothing system with numbers is a mess and not based on the edge angle. Unfortunately Maya has no modifier I guess his hard edge tool edit the normals.
Blender uses a modifier so edges are disconnected internally, it's non-destructive and sharp edges can be marked, you can find more infos about edge splits here: https://docs.blender.org/manual/ko/dev/modeling/modifiers/generate/edge_split.html
Detached edges or using an edge split modifier works with rounded edge shader, that's how we work with it, the workflow is similiar to low poly modeling with the difference that we apply a bevel shader.
Regardless, OP is using Maya, not any of the other software you listed. It doesn't solve his problem or answer his question by swooping in and saying "drop what you're doing and use this other program instead!" A fine suggestion as an alternative but not a solution.