I have used sub-d modelling for organic hard surface modelling in the past to great effect.
I used just such a technique on my Flight of the Navigator and Vorlon ships (see below).
In essence, you build a very low poly mesh in the rough shape you want - then apply sub division surface to smooth it out. The subdivision modifier has an option so you can see both the low poly mesh and the subdivided result together when in edit mode. As you move, extrude or add additional low poly geometry, your high poly smooth mesh will update in real time.