Does anyone know any resources specifically pertaining to planar face modeling?

That is, tricks and workflow for keeping quads planar as you make a mesh, usually for game assets. A curvy sci-fi tank might still be made of flat quad panels, for example. I’ve been doing pretty OK on my own just exploring a half dozen ways to make and retain planar faces as you model, but I know there is methodology I am missing.

Thank you.

Quads are hard to keep planar on curved surfaces, one vertex moved, a few changes in elevation and so on can change a quad into a non-planar orientation. On the other hand, tris are always planar. If you want to keep quads, then you may have to do some of the things you are already doing. Triangulating the mesh solves the non-planar issue. Keeping two versions of the same mesh, one in quads and the other triangulated for games might be the way to go, just in case you need to make a revision to the base mesh.

Triangulated meshes calculate faster in many ways, from games, to cutting out some of the precalculation in cycles and other render engines, however, they absolutely suck to work with.