In blender I just use hardops to create bevels to achieve the effect you're talking about. Subdivision is usually not a good idea with hardsurface props.
Polycount's Weekly Hardsurface Challenge is an invaluable source of modeling inspiration and shapes for practice. Do a dozen or two of them and you'll be a better modeler in no time.
My eyes!!!! the bloom!!!! No but seriously, I find the hardsurface part of the character to be the most well done on the model, rest than that dunno what to say...
I first started on the Main Character Concepts for this Project and their backstory of who they are which then helped me decide on a world and a temporary story line that fitted his role. Happy with the designs I decided to start sculpting his Base mesh on Zbrush. Then taking the base mesh in Marvelous Designer to add…