subpatching can be good even for non-deforming objects because it allows simple meshes to define complex shapes, which makes them easier to edit.
Also, having edges that are not infinitely sharp adds realism, they catch specular highlights and give a sense of scale. And you don't have to worry about smoothing errors and non-planar polygons.
the trick is to make subpatch objects that don't all look like they're made out of plasticine. But If you're good at Sub-D modelling, and you've got the RAM to render them, go ahead and model it in Sub-d.
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