no im not speaking about the GPU acceleration... im talking about edge creasing with catmull clark algorithm... maya is able to do that since version 5.0
This is typically where the humain brain performs better than an algorithm. Doing that with a computer would require lots of iterations, and it's unfortunately not possible to do in Designer.
If you're up to the scripting, this algorithm works great: http://www.cse.unsw.edu.au/~lambert/java/3d/incremental.html Unfortunately I can't share my implementation.
Understanding the subD algorithm wasn't the problem for me, coping with the amount of detail you need to put into highpoly however is still completely beyond me.
If you have complete control of the pipeline you could consider worley's algorithm. It;s labor intensive but pretty much a silver bullet for tiling issues.
P3 Dit not fix it. :-( They seem to have broken the organic auto-retopo in favor for the hard surface auto-retopo. The algorithm of Zremesher 4R6 worked better.