I started there. I switched because it allowed me to make far more customized meshes without having to spend the time creating them. It made making something like a floor with three different 8-sided “cylinder” holes in it (like a step-down into a pool) not just fast to make, but significantly faster to iterate. One step too big? Easy to fix by just tweaking a value.
I’m aware that I can improve my modeling pipeline and get similar results over time but for prototyping BSP has been both easier and quicker than bringing in and resizing meshes (or test > adjust in Modo > “Update Mesh Asset” > repeat). Not to mention having to have the values figured out ahead of time for the size of the asset. Ideally I’d love to just have these metrics on hand but that requires me to have solved the problem at least once (ie at what height do I want these stairs to provide a height advantage? How many steps at what scale?).
Totally feasible and I generally agree with you. The majority of my use cases can easily be done by simply resizing cubes and planes. The rest can be solved with experience. I’m just providing my reasoning for having gotten into the BSP process in the first place.