I’m fairly new to 3D modelling, and wanted to get a bit more into it. I have quickly come across a bit of confusion with the basics of modeling.
Right now, I’m getting used to modeling low-poly objects via loop cuts and extruding, as I have seen in some tutorials. Let’s say I want to make a model based off the original Excitebike cover art: see reference image 1
I start out by placing and aligning a cube at center mass, then cutting and extruding faces as I need to. I originally did this with loop cuts, but I quickly noticed that the amount of cuts became somewhat unwieldy, creating what seems to be far more edges than should be necessary: see reference image 2
As you can see, there are numerous places that could easily be grouped in as one cube. Using loop cuts does not seem to allow for this though, as such cuts wrap around the entire model: see reference image 3
To avoid this messiness, I thought to either dissolve the unneeded edges, or to subdivide on a single plane and manipulate that. The result seems to be a lot cleaner and easier to deal with and has far fewer vertices, edges and faces, but the process is more time consuming than the loop cut method: see reference image 4
(I could also further dissolve out edges)
However, doing it this way also creates N-gons. From what I’ve heard on the issue, it’s best practice to avoid creating N-gons, as they can lead to issues when using the models in other programs.
My question then is: which method is considered best practice for creating models? Is there some other method that gets the best of both worlds? Is there any difference in performance (however minor it may be) between models with only tris and quads vs models with N-gons but with fewer vertices, edges, and faces?
Reference images: https://imgur.com/a/YqgrT9T
(I can only have one image and two links per post, so I decided to put them in an album and reference them)