So Ive just recently discovered mayas crease tool, and ive noticed it can have a lot of advantages over using holding edges for smoothing, do any of you guys actually do this or do you just place holding edges and smooth the object? or place holding edges before going into zbrush?
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Mudbox now supports edge creasing as well. I have used it before any of the new stuff. So in order to use it in zbrush or mudbox older versions, simply subdivide the mesh a few times (I usually smooth the mesh with 3 divisions) before export to your sculpting app.
I think Zbrush and both Mudbox now have a rebuild subdivision option. So you can generate your subD levels from the already subdivided mesh.
Apart from that.. using edge creases give you a nice base to make your low poly from as well, if you wish to use it vs retopoing everything from scratch.
You don't need to subdivide before sending it to Zbrush, at least with GoZ ZB will recognise the creases, and you can configure how far in the subdivision levels you want him to take them into account with the CreaseLvl slider.
But in the case of sculpting it's not a problem at all, quite the contrary, as you're not adding lots of useless geometry on those areas, you can keep your mesh as quads only, while keeping creased loops.
If I don't plan on sculpting my model I use creasing for the sake of preview. When I'm cool with the looks of my model I finalize it by adding the support edges.
I've only tried it on a few models to date, but since the distribution of polygons is so uneven, you need to subdivide lots of times in order to get good poly density on large, planar areas.. making the sculpted mesh very heavy, and also leading to funky effects on the very dense edges.
Maybe randomly slicing polies into a collapsed copy of the SubD model? Though i would expect the resulting geometry to act up when sculpting.
Seems to me there's no really easy way to bridge the gap between standard SubD modeling and sculpting..?
An example would be a tank modeled in SubD, with shell hits and bulletholes and the like sculpted into the "clean" model (though i suppose some stuff could be sculpted onto a plane, then floated when baking).
http://www.polycount.com/forum/showthread.php?t=56310
cly_gestureSmoothing download link
Bal mentioned it earlier in this post.
1. GoZ your object from maya to Zbrush with creased edges in place
2. Set the "CreaseLvl" slider to 5 or so. CreaseLvl slider is in the geometry rollout about half way down beside the "UnCrease" button.
3. Subdivide your object more than 5 times. Once you get past the 5th subdivision level it will automatically ignore the creases and give you smoothed beveled edges.
This technique is a ton easier and cleaner than adding lots of extra edges in maya or max to get your object to retain its form when SubDing it.
You will end up with an evenly subdivided mesh that you can then sculpt into.
but now i realise you can crease your normal "poly" (not subD) models and set the creasing amount and view it in the smooth mesh preview (3)
Pretty awesome. esp now mudbox supports it.
thanks for this post or i would of never had another look to see how they worked
This is why I have always avoided Max's crease tools... is that it would put that harsh edge in there like a smoothing group.
I am not seeing this Catmul Clark option...
EDIT: So... "Classic" smoothing method is Doo-Sabin
and "Quads" smoothing option is Catmull-Clark?
For organic stuff, if you wanted to render in say Mental Ray with the advantages of Catmull-Clark but need to compensate for the smoothing, there is always oaSmoothCompensate that can help combat the problem.