Yeah this is why these must be figured out behind the scenes and not have the user create them explicitly.
The point is that at some times you won’t care at all about the geometry and topology (say in very boring models such as door frames etc) however at other times you need 100% explicit geometry (say like in character faces mostly).
The great thing is to have the choice about what object you are working on, such as Mesh or a new type of object CADMesh etc…
Well it was now myself to put Blender into industry.
A mine industry landscape project. The studio i worked with for this project have 3Ds Max, but they could not get maps and geographic data trough Max well. So Blender arrived for first time in that studio:
Blender GIS addon was used for 2 things: texture extraction and Delaunay modelling of contour lines.
Blender GIS do not have a hi-res terrain only 30srtm so we need to get it from an independent application. For that Blender itself was very helpful, since the hi res terrain we got were quite a mess, i made several high detailed grid planes with Blender and shrink-wrapped them to these several messy terrain. With nice square faces exported them to 3DsMax for the studio do the renders. Otherwise it would be impossible to have comparatively light terrains in 3DsMax.
Blender is all over my timeline right now. Turns out it was used for the new SpongeBob short. They used Maya as well, but supposedly most of the work was done in Blender. Things like set dressing, lighting, and rendering