Hey there :) I have that mesh in maya: notice the creased edges on the outer edges, i added them to get a smoother look while maintain the hard edges there when subdividing: because WITHOUT that crease subdiv would look like that: so i export that with creases as FBX: and import it into maya: the "creased" edge is now…
Creases does have something like a bevel size. Just use a setting of 10 and you get a razor sharp edge. The main reason for using creases is that they work during rendertime. Every modern offline renderer does work with creases. Even some engines does use them. Think the only displacement baker is mudbox that is able to…
Some Artists here use creases during the blocking stage and bevel everything in the end. Just select the crease sets in the set editor and do a bevel. On more complex objects it needs some cleaning work.
If we use creasing in maya we just smooth the object in maya and send the smoothed version to zbrush. Or we use scripts to convert the creases to real bevels. Or we use scripts to convert the geo to a sculpt mesh. Or we dynamesh it in Zbrush. All that depends on how clean you need the topo in the end. Short note on the geo…
I'm not the guru on this stuff, but from whta i understand "creasing" is a per software thing, versus adding support loops is something understood by all software. personally i never bothered with creasing, though i hardly do hard surface. I just do a support loop. If my high poly will be done in zbrush i may not even…
Yeah what you are doing seems like the best way. Make the simple geometry in maya and subdivide. But if you just use support edges rather than creasing, then you can export it to any program and the smoothing is going to work as expected. I do think creasing should hold from some programs to others, but you have to look…
Thanks, guys! Helped me a lot! @oglu it'S not a mesh I would use, it is just some bullet I blocked out to fiddle with creasing/subdividing/exporting :D
As a character artist i have to deal with organic and hard surface. For this for example i have to build a bullet, so no need to make a cylinder, make it super highpoly and smooth out the tip and "dam standard" the cap at the end, because i could easily blockout that in maya. just an example. This way i have better control…