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As most Industrial Designers know, iterative modeling is key. You have to kiss a lot of frogs to get to something you like. That's one of the reasons I like Blender and it's modifier stack so very much.

Still, I was watching a livestream recently, and they were talking about hard surface modeling techniques not being good with more organic shapes-- and I just disagree.

In my NITROX3D course https://youtu.be/hwxP0bkI2Io

I talk a lot about how to create very unusual and organic forms while still maintaining non-destructive and iterative control over them. I use a simple metaballs workflow to do this (and the quick car sketches above). 

After I create the shape I like with metaballs, I convert it to a mesh and then use the Quad Remesher addon to convert it. You can also use Blender's remeshers, but they're not as good.

Then I carve it up using a modifier enhanced workflow, so I can continually iterate on the parting lines. Here's a quick workflow. A more complete version is on NITROX3D

PART 1: https://youtu.be/OQpNgOeN2Bs

PART 2: https://youtu.be/Ek56dZZVfas

PART 3: https://youtu.be/pgybHLF_ofs



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Phillip Park

Very cool and totally agree. Organic shape design is important in terms of any kind of design, esp hard surface.