Thank you very much! I'll keep that noted. One more thing, What about modeling with Quads and then Sub-D for Baking? I was told Sub-D isn't recommended if I want to make a high poly version of the asset. Because the Rays wouldn't capture the angles very nicely as supposed with the bevels or bevel modifiers.
SubD you have just as much control over how the edge highlights will appear in the baked normal as only using bevel modifiers will, thousands of amazing hard surface modellers and models for games are done in subD. So I'm not quite sure what is being said there and must be contextual to the object you are making and not as…
In my opinion, it depends. Therein, for control it's usual best practice triangulating prior to render/baking down your HP both primary and tertiary details too the low, mainly due to differing mesh data processing between IDEs. However implementing boolean operands, if your topic context is further individual hard surface…