Not as much as you would think Mike. Common denominator on polygon surfaces is badly animatable surfaces, really ugly meshes, and because of polygon workflow itself, it gets people to actually model first, ask questions later, without no planning whatsoever. I agree in gaming venues that poly workflow is standard and as such it will remain for a whole lot of time still. But on VFX they still rule* big time, even for character development. A good patched surface converted to SUBD will yield a very clean mesh, not something you will see in many poly oriented ones. *Changing radically to SUBDs though.