As I'm making my way back to hard-surface fun after a bit away, I've got a few Qs that come up that, to be blunt, I haven't got any freaking folks to ping for thoughts on, and so---
Basic mesh approaches for hard surface models.
There are a number of ways to solve topology. I'm in a constant struggle to know if I should try for full sub-d, 'higher res' quads but not sub-d, 'frozen' that has a good enough silhouette not to be jaggy, or a hybrid... or? I'm not sure what the next would be, but there probably is one.
A lot of factors these days- what's the intended purpose, is it going into UE or such (ie has to be frozen at some point), and then the issues of renderers. ie with Octane you can't cheat certain window types etc ; you need thickness, but does it have to be backed up by something (think frosted, translucent not transparent), and cutting in shapes for lights etc... again, the subd or not question, or even just solve emissive in the material and save the geometry headache? But if using udim or certain material workflows, those polys would need to be cut and isolated. Hm.
We'd love for all of this to be easier than it is, but more than easy or difficult, feeling out of touch with how some is solved. I can do whatever is needed, but it's sorting out a consistent approach that's got me second-guessing.
For tool/workflow, I'm using an older ver of modo (er, quite old) as I have no desire to give the foundry more money, or autodesk either (225 a mo for Max, etc? ah, no), and Blender's workflows are a joke.
Would love any thoughts on how you sit and think on this, if any/some/all above is necessary at different times.