Preferably for me, the left hand side geometry for high res hard surface detaling, once a validated blockout example is confirmed. Then it's bevel edge workflow in order too extract relevant surface data for projection onto a proxy.
Both achieve more or less the same results. I'll use A for left and B for right here, and I think this is mostly about how you think about the high poly and the low poly in regards to the end result. Neither is better than the other, it's a bit of personal opinion and style. A has a focus on hard-edged low poly, and it's…