Random looking speed-model from a new faster process I started using for making hard surface stuff in Blender: (this topic should have more hard surface stuff) And a sculpt:
Is this a battery charger :) Have you used any subdivision surfaces on that or is it one sg with edge loops approach? Is loss of surface definition worth the shortened modeling duration? Or to put it clear, what's the real deal with that approach?
Blackmail: cheers--though currently I'm focusing on hard surface modeling I like the naturalism of that model, and will take a look, thanks for upping it.