Ok I also put this here,: Blender allows you to use loose edges wich are also subdivided by de subsurface modifer, wich provides you with a curve based modeling workflow without some of the disadvantages
http://www.splotchdog.com/index.php?option=com_content&view=article&id=113
I’m using this method since some year, and I would not miss it. Mainly because I can seamlessly integrate it with other modeling workflows. Maybe some other DCC developers might be inspired to implment such a feature.
And btw these edges are not 2point polys, there is no dealing with additional geometry before rendering.
So its more of a paradigm shift than an actual technique.
chris
Replies
https://imgur.com/8HenhjG
Of course you can edit edges / point faces like you would do in traditional modeling. But one of the advantages I didn't described in the article (will add this) is, that using those edge chains you only have to edit one point of the newly generated geometry. In traditional subdiv modeling you would have to tweak 2 new points (extrude an edge) or 4 new points (extrude a quad)
....Wich (again all imho) makes it a faster process to define shapes.
The main difference to spline based modeling is, that you stay in a polygon based environment and can use all polygonal tools on it.
Which can be advantageous in terms of streamlining a freeform visualisation of the object in question, especially hard surface content, either working from refs or not.
Even production wise a clean generic base head with good animation topology is used to project to the sculpt mesh.
And yes traditional curves in blender suck...as they imho do in a lot of other applications..