I am practicing hard-surface modeling, mainly for machine kind of stuff. I read somewhere that if you are not going to deform a mesh, it is fine to have Ngons in it, which suits me well at the moment. But I know I will eventually get into character modeling. I should learn to make good topology as well.
As I want a clear picture of the workflow I want to develop, I need advice on whether this dream workflow of mine is good or not, and what improvements I can make. I know every workflow has its pros and cons, I just want to know if my intended workflow suits for general purpose (enough) or not, and would appreciate some feedback and advice to help me make sure I am on the right track
According to my current understanding, a good way to model hard-surface stuff is a hybrid of sub-surf and boolean modeling. And my understanding of a series of good steps of modeling are as follow:
- Block out the shape using basic geometry (all quads)
- APPLY different levels of subsurf on objects according to its needed detail so I have enough edges to work with (still all quads)
- Start deforming the shape, add, drag, move, scale the edges etc (still all quads)
- Use boolean to cut shapes, and try to adjust the structure to remain all quads
Does this work? What improvements can I make to it? Is there a much more general and better way to do it? Or a better way to think about hard surface modeling?