I’m not quite sure how to put this, but let me try:
Imagine you model a hard surface object, say a spaceship/car/house/whatever. It consists of many very edgy parts, organically roundparts etc … just like we for instance know spaceships from any star wars movie and other places.
Let’s just imagine a sidepanel (simple plane) of which you have a slanted cylindrical structure coming out, on which you may have some weapons or antennae etc. The whole thing is immobile, just a simple fixed structure.
How do you model the “cylinder on plane”? Do you carefully create a single object/mesh, cylinder and plane connected properly etc. Or do people just make a plane, then a second object, the cylinder, and then just stuff the cylinder into the plane, totally not caring much about exact position etc.
I’m having trouble understanding how the pros model the ships for games etc. That is, if they just “sloppily” stick together various objects to get an external shape looking pleasing, or if they carefully model a single mesh. I also only talk about rendering … if the insides of the ship matter etc, you obviously can’t just stick together whatever, as the things prodtrude to the inside.
I know game designers etc have to think about rigging or the limitations of the game engines etc to break up their whole ship into parts, which is different from jsut modelling a static object to render.