This event is part of the January 2018 Class, "Getting Started with 3D Modeling & Blender".
Second week of the class: Enter the world of mesh modeling! This is the oldest form of building objects in 3D, in the computer. The discussing/demo today revolves around the technical art of “pushing and pulling verts”, as modelers lovingly called it.
We're piggy-backing off the Mesh Modeling Fundamentals course here, where practice makes perfect. So we’ll be mesh-modeling an object or two to demonstrate tools and workflow available with Blender. It’s ideal if you practice along with me!
Maybe we're getting a bit too technical here
Okay. Thanks for that explanation on creasing, Kent.
I think sharp is referencing shading, while crease is referencing making the edge appear creased in a subsurf mod
Edge crease is not the related to this modifier
I remember that lesson in a tutorial, the edge crease is a Blender thing and it doesn't translate into other software, it is better to model for general purpose
@theluthier remove edge angle and only use Sharp edges check box on the modifier.
"crease" vs "sharp"?
I often use bevel to create holding edges
Remove edge angle
The crease makes it appear sharp on subsurf mod