As another example of few edges not necesarily producing a smooth mesh: In this example one edge on a cube was bevelled, and then the top resulting edge was moved down and forward, resulting in this sharp edge.
less edges just mean your current edge loop positions are averaged out more, which doesn't always translate into smoother, example would be subdividing a cube yes it averages out to a sphere but far from smooth due to lack of Geometry. IF you got a surface you want to carry a slow smooth curve on your best of distributing…
Hey guys, I'm a college instructor teaching folks about environmental modeling. One of the typically confusing subjects ends up being subdiv modeling. I'm putting together a subdiv paper, to help students and any newbie understand maybe, some of the basic rules they should pay attention to. This is my initial stab at it.…