Hi,
A method that I find useful is to model using either smooth Proxy, or CPS tools. When the poly object is finished I then convert to SubD and switch to 'proxy' mode to texture and bind.
Maya's Subd's become pretty slow (interactivity wise) when using with large meshes. Also, last time I tried (Maya 4.0) tools like artisan paint select and sculpt poly didn't work real well with SubD.
also here is a really nice poly/Subd tut for Max that can be easily interpreted for Maya.
https://www.3dtotal.com/ffa/tutorials...c/joanmenu.asp
Always aim for 4 point poly's. think of an individual poly as a sheet of rubber being stretched evenly from 4 different sides. Now think of a 3 or 5 pointed sheet of rubber being stretched around the sides. A four pointed poly will smooth/subd better because the poly's are (like a quilt) more evenly stretched, etc.. hope this makes sense.
re jim
Mayan elder......only in years.....