Hello, everyone. I have been a Blender user for a number of years now, and am exploring differing modeling workflows, and would like some advice from others on how to approach hard surface modeling. Specifically, the differences between what I will call the Subdivision Surface Modifier workflow and the Edge Beveling workflow.
I have watched (and embraced) the techniques taught by Jonathan Williamson who emphasizes all-quad workflows, and careful attention to edge flow. However, I have recently purchased two add ons by Masterxeon101 called Hard Ops 8 and Boxcutter, which allow great speed and flexibility for hard surface modeling, but does not used the Subdivision Surface modifier for smoothing and seem to embrace N-gons a little more.
I am still pretty new at the hard surface modeling techniques using Mean Creases and beveling, and was wondering what others in the Blender community liked.