Hey, I’ve been studying 3D animation and modelling for quite some time and I’ve come to a dumbfounding embarrassing issue.
In Maya, a model can be previewed with “smooth mesh” by pressing 3, and a lot of edge flows and character modelling forced me to work the “real” model (viewed by pressing 1) in an abstract way as to compliment the smooth mesh render.
How common is this practice?
I’ve only used it for personal products and animations in Maya just because the render comes out super smooth with minimal effort, but I haven’t really heard about this method being used outside of Maya, specifically for Blender and ZBrush.
ZBrush is kind of its own alien technology, and I would retopologize the models in Maya afterwards either way, but I’m very interested in switching to Blender in the near future and it looks like I have to change my approach completely when it comes to modelling.
Half of the reason why I’m asking is because I’m curious if you’re working on a freelance project and a fellow guy asks you for a 3D model, do you not apply the “create edge loops around the object edge” to “define” the smooth mesh edge technique? I know for games you definitely don’t since everything you export with Maya has nothing to do with the smooth mesh preview from inside the program.