How do you reconcile the processes of hardsurface modeling and sculpting to work together? This has been something that I've struggled with for some time, and it's mostly a question of topology. Often, if I'm modeling an inorganic mesh, I'll be adding bevels or control edges for proper smoothing, but this results in a…
If I have to sculpt some of a hard surface, I will take it to zbrush, remesh it at an appropriate res, divide and project to get the hard surface back onto the new and evenly distributed mesh, then sculpt. Kind of depends on the thing in question though.