Yes, I am talking exactly about this workflow: https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 I came from Max to Maya to Blender. In blender you also can keep your booleans as modificators and change amount of edges later, that is main reason why I decided to…
https://polycount.com/discussion/168610/3ds-max-zbrush-proboolean-dynamesh-hardsurface-workflow-tutorial/p1 Are you referring to this technique? It does involve a high edge count for rounded forms but flat areas, booleans and fillets can be pretty low poly.