My Sub-D skills are a bit outdated. I did it decade or two ago , Then figured out I can just make a boolean composition , whatever long irregular triangles it may give you , fix vertex normals by projecting them from initial shapes and bake "rounding" shader into normal map over hard/split edges. Since then SUb-D always…
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Both. You'll probably use vert paint, being cheap and effective way to blend materials, and probably masks, even if it's just a basic noise and gradient material function to break up vertex paint blending or height lerp from a height imput for example. Also don't forget decals on top of what ever solution you use.