you don't get what I mean. mmh, in 3dsmax , meshsmoothcreates a curve between the edges or vertex of the mesh, stratingfrom the point thatis the middle of a line you'd draw between those two edges or vertex. this point is the highest point of the curve I doubt that makes any sense, but it's not the important point ). that means that when you apply a mesh smooth, the mesh is curved, but it's "shriken, in a way. rather than creating new curves, if you want, it "cuts" the angular parts of the mesh away. so the more you havepolygons, the less it'll cut away. originally, all my meshsmoothed models were ugly coz the non meshsmoothed mesh had too many polygons already. So, for meshsmooth, the less polys, the better usually, that's an important rule I had to find by myself (along with the "you must make quads whenever you can" rule. damn teacher, could never tell us that

).
BUT.
you want a sharp area in your meshsmoothed mesh. I believe subD must work the same, coz I see no other way ( save if sub D is like tesselate and not meshsmooth

-tesselate works the other way around, it adds curves instead of removing angles, and it still works best with as few polys as possible ).SO if you followed what I say, if you add more polys, the edges/vertex will be closer the ones from the others, right? the closer the edges, the smaller the curve will be, to a point that it'll look like a corner.
try that: make a cube, and extrude one of the face of a very tiny amount ( so you can almost not see that it's extruded when you see the full mesh ), then apply the subD ( the one that smoothed the mesh, heh ). one side should be like a sphere, and the other one about flat. if you want a chamfer in a meshsmoothed mesh, chamfer twice
