How do you approach organic hardsuface models?

hi is mostly about a blockout first, creating those organic shapes and stuff, and then blend it with hard surface objects on top of them, and then beginning to add non destructive booleans for extra detail and stuff to see how it look like first and then apply them into the mesh, and fix topology for subdivision, and apply 1 or 2 levels of subdiv to add secondary details if you like in the model, then add other subdiv for the render and so on…

i highly recomend you this addon, if you want to follow such workflow, without getting pain in the modelling/concepting process Black Mesh - Procedural Modeling Tool