High poly should be fully smooth. In real life there's no such thing as a "hard edge", there's always a transition. High poly models should be made to replicate that.
Wow! Thanks for the reply mate, that's a really clean result. I will try to replicate this and will have a read through that thread. Thanks very much. Rob
Great suggestions! I'll start looking for some resources now and also work on replicating what I see, but breaking them down as you suggested! :) Thanks!
Input map. Also tested it with the quality curvature options on and off. Never got it to replicate what the smart material was giving me with no input curvature.
Interesting approach. Thanks for sharing your work and your techniques. Its going to be interesting to see if I similar results can be replicated in Mudbox