I like the art style in the trailer-- the kind of game, gameplay wise, that I couldn't care less about, but at least it's trying something visually "new".
And of course Nikhil goes right back to his schtick.
not sure what the difference to you is. bevel is just support edges? and going from a tri bevel to a quad bevel is just an option in modifier settings and results in pretty much the same result as support loops?
doing these manually is more or less a rare edge case since quite some time now?
your way absolutely works, if the artdirection allows for it. there are just designs that don't work this way or would be rather wasteful on the lowpoly if done this way.
but it isnt unlikely that something like this happens on simple parts of complex tasks in many productions.
I feel like a bit of a spammer for posting with seemingly so little progress, but the last 10% of sculpting is always like this, and is important to get right. Male version coming up soonish I think.
So for the past couple of months I've been working on a UE5 environment mainly educating myself on different methods for specific results. basically I have everything done as far as main props and house, just mainly importing in UE5, clouds, mountains and sorts.
So here is a sample of my mountain modular terrain, created in World Creator: