I was just thinking if there were any other ways to achieve sub-D models with polygon modeling without having to add support edges.
Isn't there a modifier out there that enables you to define edge sharpness (adjustable value in modifier) that doesn't make you put in any control edges on the initial mesh?
I'm just curious about this because i think some of the sub-D work could be sped up a lot by something like this without having to use other modeling techniques and it would be a lot less destructive to the basic mesh.
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The problem is that this can lead to twisting/pinching issues since you the algorithm has to interpolate parts of your mesh to compensate for the hard edge you added.
If you understand the pros and cons of using them I'm sure you could integrate them into your work-flow.
They are great for some things and I know lots of artists who use them on a regular basis, but the results aren't always intuitive unless you have some experience with them.
just found out that meshsmooth in 3ds max has this functionality
i'm used to using turbosmooth so i never really noticed it
I think i'm going to give it a try
It doesn't actually give you a nice beveled edge, as soon as you start creasing it gives you very sharp edge.
Some kind of modifier that creates nice bevels on all hard edges of a model could be nice, like what MentalRay can do during rendering with specific materials.
All you need to do for "doublesmooth" is keep your mesh density fairly equal and mind your mesh flow like you would when adding control edges, and you should have equally round edges. Adding the smooth groups is much faster than one may think.