When is subsurface modeling normally used?
I’ve been trying to use it for character modeling (non-photorealistic/cartoony character - low resolution control geometry with subsurf applied to it), but I’m starting to get impression that it is the most suitable for smooth mechanical surfaces (sci-fi robots, futuristic cars, alien guns, etc), and not for making characters. Am I right about that?
The reason why I tried subsurf for characters is because I wanted to reduce number of points I have to deal with.
I wonder if I should give up on subsurf modfier and figure out efficient way of dealing with large number of points/polys on a normal mesh.