Jason,
I think we’re saying the same thing… In any case, it is easy to come up with neat simplifications, but the reality is that the whole process is interconnected and every stage informs every other, wouldn’t you say?
For example, in the “form follows function” case, naturally an appealing concept design is such because the creature, vehicle, etc. communicates in a credible way the function it was designed to perform.
In this logic, dwarves are short and stout because they live in caves and are used to lugging heavy objects (rocks), a wing has an airfoil profile because it needs to slice through the air, etc. So that even when we’re being creative and forgetting about the technical specifics to come, the truth is that we project our concepts in a hypothetical functional scenario.
So while we may not necessarily be thinking about how the vertices of our model may deform when binded to a skeleton, we are nevertheless thinking about how it will move and the kinds of actions and behaviors it will perform to communicate its character.
In other words, I will design a creature that is to live in a swamp in an entirely different manner than if it were, say, subterranean. The process is interconnected in that if the swamp monster I create is supposed to paddle in the muck and his flippers don’t move in a credible way, it’s back to pushing vertices around… the process is ultimately cyclical no matter how you slice it!
Personally, I like to be as free as possible to do the best I can at each stage. So, it makes perfect sense to me that if I’m intent on vertices when I should be looking at overall form, my model will suffer as my attention will be in the wrong place at the wrong time.
Thanks for the opportunity to discuss this - ultimately discussions of this nature are more important than what app you use, for this and that. It’s easy to lose sight of this sometimes. Have a great weekend!