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I'm trying to subdivide this cylinder to give it more definition:

Low poly

And to look as close as possible to this:

High poly

(To achieve this I first applied the Subdivision modifier and then moved the edges on position)

But when I try to Crease the selected edges (first image) to make them sharper, they are distorted like this causing a shading issue that doesn't look good on outer faces of the cylinder

The problem

What is the best way to do this without having to move the edges manually?

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    $\begingroup$ Hi :). You're gonna need more geometry, to support these details. In this case perhaps a hardsurface workflow with bevel modifier might be more appropriate. $\endgroup$ Commented Jul 7, 2021 at 6:25

1 Answer 1

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If you can afford a bit more vertices, like 32 vertex cylinder, you can try this topology:

enter image description here

enter image description here

It's easier with 64 vertex cylinder:

enter image description here

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  • $\begingroup$ I think that's the best option I have. I was trying to create a high poly version but I encountered a lot of problems with the bake, I guess the low poly version have too few polygons than necessary. $\endgroup$
    – Pedro
    Commented Jul 7, 2021 at 11:24
  • $\begingroup$ yes I guess sometimes you have no other choice but increase the topology a bit $\endgroup$
    – moonboots
    Commented Jul 7, 2021 at 11:34

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