Just curious in what way does sculpting play in the work flow for hard surface modelling?
I am still learning modelling in a traditional program like C4D, but it would seem to me it might be somewhat easier in a program like ZB,Mudbox or 3D Paint to do hard surface modelling where you do not have to be as "percise" with the polygons. Any truth to that or depends on the artist?
If one is simply making something for still image rendering, how does the sculpting workflow work for say hard surface modeling? say a detail mech or spaceship.