Hey Raz.
Great to see you’re still plugging away at this. Something came up and I havent had time to work on my entry at all. That being said, Ill try and explain sub-d’s. Perhaps someone can correct me if I`m wrong.
What mesh smooth does is take your polys and divide them into 4 polys each and rounds out the shape based on an imaginary “curve” around the geometry. The result is that your model gets, well, smoothed, but has 4 times the amount of polys it used to, and each and everyone of these polygons is editable (ie scalable, translatable, rotatable, etc).
A Sub-D surface is similar, yet different. For one, it is a different type of surface than polygons. (kind of like how NURBS are a different type of surface). The extra polys, though, are “behind the scenes”. You get the same smooth looking result, only you can`t edit each individual poly. This gives you a smooth result, but without the hassle of trying to tweak tiny shapes. Your original polygons are still visible and you can make changes to these. What you are doing, in effect, is making changes to 4 polygons at a time, so your changes are more global.
On a side note, I tend to work mostly in Sub-D. Even on my low rez mesh, which I usually allways create in polygons, I’m always modeling my topology to work well with Sub-D. Once I get a good box-in from my base and it holds up in Sub-D…most of my work is done in this state. One thing I love about Modo is that sub-D’s and Polys are essentially the same. Sometimes things look alright in poly mode, but prety bad in sub-ds if you havent topologized your mesh the right way, and sometimes things look great in sub-d, but terrible in poly mode. Purely working in sub-d can be a nightmare in my opinion (they can be hard to predict at times), but in my opinion it is worth learning the discrepencies and powering through the hairpulling (argh-why cant I get my mesh to look right!). Eventually you come out the other end and appreciate them.
One last thing: When sub-d’s were introduced, the idea behind them was “the smooth look of nurbs with the power of polygon modeling”.
Cheers
-Rage