You don't want to disturb the edge flow or create 5 edge poles along a clean cylinder like that. Try to terminate any loops or edges on the flat surface away from the loop.
@bitinn If you're happy, good. That cylinder isn't cylindrical anymore though, because you constricted the vertices of the cylinder to stay as a flat plane instead of being cylinder bros. If you want flat sides to a cylinder you're gonna have to cut it. Good luck cutting an 8-sided cylinder, so i went with 16.
You're essentially trying to combine these shapes while preserving the clean subdivided look. Where there's overlap you either have to average the positions of both vertexes and merge, pick one side to preserve the smoothing of and deal with , or manually tweak those few verts to look like a smooth blend. This tends to be…
"is it bad" As long as the surface is flat (planar) bordered by control loops, ngons and/or triangles will usually cast no shading artifacts once subdivided or turbosmoothed. However personally as a game vehicle artist, I would fan the corners:
@somedoggy, Chop the two ends of the capsule off and all you have is a tube. Model the tube flat with the extrusions, then turbosmooth it once. Then bend it 360 degrees and add the two spherical capsule ends onto it. Then turbosmooth and it will work fine. If you're having trouble making something subdivide on a…