Subdivision modeling is just polygon modeling, except you have to be able to understand and predict how every vertex and edge will influence subdivision. Sometimes that means adding more edge loops (corners need a parallel edge flanking both sides), sometimes that means you can get away with using fewer control points than you normally would (hexagons are all you need to define simple circular objects).
You don't even have to mess with subdivision surfaces. Polygons will do the trick just fine.
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