Maya Catmull Clark vs 3DsMax TurboSmooth Modifier
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Hello everyone ,
I'm using Maya nearly 2 years and i'm creating game assets. For 2 months i'm trying to improve my hard surface modelling skills. Also i'm following Arrimus 3D on youtube. I learn too much from he especially about hard surface modelling.
I have a quick question. I want to use double smooth method in Maya (for creating highpoly mesh from base mesh). I tried Maya Catmull-Clark subdivison type but it gives me bad results. (I just check "preserve hard edges" when do this.) It adds edges correct places (avarage faces) yes , but it holds them flat and break my edge flow / curves. In that case when i add open subdivisions my mesh turns terrible. (broken reflections , hold some edges as hard). Finally i found a solution for it but it steals my time.
I export my model from Maya and import it in 3DsMax , set Smoothing Groups then add TurboSmooth modifier and import back it to Maya , add details and supported edges , finally add opensubdiv for more polygon.
Is there any knowledge or solution for this issue ? I think i'm not alone. I like Maya and i got so used to it. I don't want to leave Maya.
Here's a example. You can see Maya added edges middle of faces but they all flat. However 3DsMax add optimal edges and they didn't break my flow.
I will very grateful if anyone can help me.
Thanks in advance.
Best RegardsBase mesh
Maya Catmull-Clark (flat edges selected)
Maya Smoothing Settings
3DsMax TurboSmooth (with clean flow)