Is there a way to retain hard edges on a low poly mesh when subdividing in zbrush but still have a little bit of smooth, similar to subd modelling hard edges, but without the extra bunched up geometry.
I found a video while searching that covers what i want to know, but its for Maya, is there a substitute for this in max?
http://vimeo.com/2335238 < vidya aboot hard edges in maya
Replies
it is done with smoothing groups basically.