@guitarguy00 M8 that's the "cutting a hole in a cylinder problem" and has been solved many times before in this thread. Read back to find your solution.
@Markmars M8 there is no way to discern what you're trying to achieve when it comes to the first 'error'. If you don't want the sharp edge, remove those edgeloops on either side of it. The second one is ez, just add an edgeloop below that pinchy edge.
@HixaLupa Those "gaps" shading looks awfully similar to your lowpoly's shading. I would guess that during your bake process, your cage (or lack thereof) is starting to capture the sculpted bits not at the edge of the lowpoly, but further into it. Check your cage and come back to me. @mveb1 and @iacdxb M8s these are classic…
@kiran14 M8, make sure the edges of your nipple thingy match the amount of edges of the thing you're merging it with. It'll be way easier to terminate the hole that way. This isn't the cleanest result, but it works. File: http://skins.thanez.net/help/kiran.max Notice how the green guy uses the natural edgeflow of the main…
@GlowingPotato M8, what the other people here said, but for highpoly cylinders such as these, try to remember that the natural edges of the cylinder will become your edgeloops. The only thing I did to keep this consistent was to try to keep the polygons by the supported edges square. That way I get an indication at once…
@ChrisJones75 Friendo, post your attempt and we'll be able to help you out, buddy. Otherwise, no, that tutorial shows pretty much the simplest way of doing details on curves. You could stop at his third step, unwrap the thing and do a heightmap with displacement. @iacdxb M8 you've spent all that time trying to make that…
@Filip5 M8, show your attempt first if you want modeling input. It would also help to figure out what your goal is. Either way, for a game model, a normal map should suffice. For a viz type realisticrender I would do a heightmap, using displacement and make it maybe 2048 for a single tile. Either way I would take care to…