I would recommend blocking out the initial shape and then try to fix the easy triangles and ngons.
Then decide if you are going to bevel, smooth, or both. In many cases tri's and ngons can be cleaned up in the process of adding support edges or the bevels.
Before beveling I would suggest making a copy as it is almost impossible to unbevel. I keep a hidden work group and put copies of my pre-beveled parts so if I have to make changes I don't have to remodel things.
For chamfer's and tight edges 1 or 2-segment bevels work fine. You can get by with simply using a 2-segment bevel and offset when smoothing to control the tension but there is a point where you will get artifacts if you try to go too tight or too soft without clamping edges.
For more control of the edge tension 3 or more segments work best, especially if the part is not to be smoothed. Use segments and offset to get the best tension. I shoot for something that will work in most cases unsmoothed to save on poly count but I always have the option of putting a smooth on for extreme close shots.
Sometimes one part just cannot do it all and you may have to build dedicated parts that can be used for extreme close ups and far shots.
Regarding the triangles. Some stress to much over them. Take the turret shape in the screen shots below.
You see the basic blocked out shape ready for beveling and smoothing. I easily fixed one of the two triangles at the corner but left one because although splitting any of the three edges would make it a quad it just makes no difference in the end!
So this is a perfect example of fixing triangles where it makes sense!
That triangle will not affect render, lighting, texturing or anything and you can't change the poly flow or shape because a "triangle" is what goes there!
I created a few beveled and both beveled a smoothed versions and as you can see all of them have that triangle and all of them would work just fine.
In all four cases I did not stress over the main triangle at the corner. As you can see I could easily fix it with an edge loop into any of the three sides, but since you cannot change the shape of the triangle itself, I mean you cannot replace the shape, or do anything to change the edge flow because a triangular shape is what belongs there!
Inserting a single edge does make it a quad but does little to change either the smoothed or unsmoothed topology and would have absolutely no affect on the render or texturing. So it's pointless.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 11-05-2012 at 10:25 AM.