Yeah, I think someone like Jay could give you a more balanced opinion of subd's myself I am not really happy with the state of either Maya subd's or nurbs.
My professional background is nurbs based hard surface modeling and in maya the nurbs tools are so unstable that they are practically unusable. You can get them to work you just have to learn and remember a host of special conditions and constraints that are specific to maya nurbs and no other nurbs package on earth. That is why most modelers consign maya nurbs to just making basic shapes and then converting to polys and pushing and pulling verts. It's a shame really because nurbs are really powerful and it's almost a crime that marketing people simply seem to have had both nurbs and subd's just cobbled into maya so they could check a box on a product comparison chart lol.
You can still get a lot done with maya nurbs though. Subd's on the other hand I have not really found any really stable use for them simply because if you are ever forced to go back to polygons you lose ALL you subd edits and this is bad if working independently but if you are working collaboratively this would be a complete disaster! Imagine someone three steps up the pipeline converting back to poly and all the subd edits go away! lol
With nurbs you can create extremely accurate and complex compound surface shapes and can cut any shaped holes into surfaces and add precise fillets and rounds. With the power of some of the current retopologizing applications like 3dcoat, you can then convert the nurbs patches to a dense polymesh and import them and then retopo to create a new clean poly mesh with proper topology (unless you are a uber modeler like Jay and can create a polymesh of infinite complexity in one shot without the need to retopo). haha
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 04-09-2012 at 07:58 AM.