The car modeling tuts on all these sites are quite old, done before the adding of polysmooth in Maya. It doesn't mean that the methods used are wrong, but it does mean that their not always the most up to date. On the upside the basic workflow for modeling and texturing doesn't really change (hence 13 hour modeling tuts are rarely remade), but more possibilities might be there than six years ago.I was wondering though, how come when searching for car modeling tutorials, (I use this website, Gnomon, and Digital Tutors mostly), you only really see the Sub d creasing method being used?? It started me thinking that the Sub d creasing method was the better/more up to date method of modeling.
I think trial and error and finding out what works for you is the way to go.I've always been a fan of subdivisions, but since the introduction of polysmooth (keyboard 3) I tend to use this option more as it's just easier to jump from a faceted mesh to a smooth one, without the fuss of looking for a shelf command or going to the convert menu set.