
Models made for games are often exported to work with multiple modeling and baking tools. These crease weights typically only work within the original modeling software and are not exportable. Some 3d modeling tools support edge creasing, which allows setting subdivision tension on specific edges. However the full modeling pipeline should be tested early, to avoid costly errors later on. Many tools now support Pixar's OpenSubdiv library which may help solve this issue. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy.īeware: Maya's "Subdivision Surface" system is a specialized case which allows different subdivision levels in different areas this is different from most other modeling tools which divide the whole model instead.
