I knew a guy who made "freehand" models. He was great - corrugated cardboard has it own guidelines.
Sort of detracted from the "tiny perfect jewel" aspect of modeling as a sales tool [makes the potential buyer feel like God], as compared to the narrow-display-glare-surface-view-can't-really-tell-what-it-is-even-tho-he -used-the-Artlantis-flythru-and-took-out-his-sh*tty-oversaturation.
This topic brings up other issues:
1: what informs - the psychology of presenting design is to create comfort in the buyer. Computer animations fail to comfort people. The aren't sedate enough to quiet the mind - too stimulating. The physical model allows for serene contemplation - codeine for a nervous decision maker.
2: what repels - these animations we see all the time overstimulate the eye and lead to a sense of loss of control [don't tell me about VR]. It might be sexist of me to make this observation, but I hear women complaining all the time about jerky animations. There are many minds that just don't accept an animation as suitable to explain a space - a physical model is totally inclusive. Once they've seen the model, they get the idea.
3: even a crude model is better at delivering comfort and comprehension than the best computer animation.
In my experience as a public artist where I regularly face selection panels, we focus our effort on the maquette, not the computer work, because the connection I want to establish with my panel is closeness and emotion - while we crowd around the model and touch it and build positive feeling. I got beaten the other day because one of the other artists used her kid's baby blanket to cover her model-removing it at the right time. What a showboat.
Dwight Atkinson