I want to have sharp corners on the cut line while the model maintains it's round shape. Support loops make them sharp, but there's bad smoothing around the whole model (top middle).
Googling around I think part of the issue is not enough geo so I smoothed the model and tweaked some of the verts back into a linear shape (bottom left). But there's still some pinching (although not around whole model anymore) and the corner's aren't as sharp as when I used support loops.
So what's the proper way going about this? Support loops and more geo seem important but there's still issues. Could the topology be bad? And at least in Maya it's tough to deal with dense meshes (maybe 3Ds Max modifier stack makes it easier), so would adding cut lines on a high poly be near the last stage?
I've looked at lots of tutorials over the past few years so I think I have the basics down, but I always encounter small problems like these. Not sure if I need to ask for more feedback on my work or maybe I'm missing some foundation skills.

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I cheated my previous hard surface models with ndo2, but I want to learn how to do proper hard surface modeling. Ran into a similar issue with another part of the model and found a cheap solution with tri/ngon. Actually this still has a small smoothing artifact but you can barely see it. So I guess as long as the artifact is generally not noticeable it should be ok or is there a better way of terminated edge loops?
I could also continue the loop all the way down so it's all quads, but the bottom of the wing is rounded, so I have to terminate before that anyways...
Anyways thank for the advice Harbinger!
Check out this thread:
http://www.polycount.com/forum/showthread.php?t=56014