I’ve been modelling for a year, and my usual approach for modelling game meshes would be to make a high poly mesh by making a low poly base mesh, with all details that I want, then subdivide it couple of times, and add support edges to retain shape and volume. From the high poly make a low poly mesh manually and uv it and bake textures.
But for a while a friend of mine has been telling me that this approach is for noobs. The industry professionals go and manually create all the shapes and make it high poly details without subidivision/turbosmooth (3ds max) and get very awesome results and usually a lot better than subdivision.
I’ve watched several tutorial series by Digital-Tutors and all have been using the subdivision method.
I want to hear your opinions which way is really better and if the second method actually works at all since it seems literally unreal to make a mesh like that. I mean, if you had a 8 edge cylinder, you would have to go and manually make say 60 edges, and then connect all those edges together with the rest of the mesh manually, and in such a way to keep the topology.
Tell me what you think please, I want to know which method is better and if the non-subdivision method exists, since I’ve never seen any tutorial or blog post or anything about it.