When modeling Sub-D, I follow a concept that I call 3-edge-corner. Where 3 edges define a relative sharp beveled corner. More edges make it sharper, less softer.
The gab was modeled by slicing the geometry first, then bevel the edge to get 3 segemented polygons followed by an extrude of the middle section.

Here you see more complex corner. As you see corners can look different. I matters how the adjoining polygons look like.


