I learned quite a bit about topology of models during school, but I wanted to try and push it a bit further, to make sure that I'm working both as efficiently as possible, and to a standard that the industry will accept when I graduate. I've found lots of reference on the polycount wiki for organic models, and I learned quite a bit about that, but I'm primarily a hard surface modeler. I do have an advantage with that, because the shape of objects generally lends itself to the topology. But for rules about triangles, n-gons, and quads across surfaces, I want to dive deeper. I thought I knew the rules, until I watched Senechal and Frick model, and noticed that they use N-Gons all the time, making things that just look like "improper" meshes to me, but it turns out amazing, and most of all, it works.
I just want to learn more about why these things work at certain times, why they don't, and how I can make sure my model turns out great with no shading artifacts, a good polycount, and a delicious topology. I've browsed through youtube, and found some okay things in there, but a lot of contradictions as well. Are there any resources that some people have found to help with learning the ins and outs of the more technical side of modeling/topology?