non-sub, usually non-sub D, is a term used to describe a range of Blender modeling techniques that do not use the subdivision surface modifier.
Modeling techniques based entirely on sculpting fall into this category, as do techniques that use non-destructive boolean workflow for creating Hard Surface models.
A common difference between hard surface techniques that use subd and those that don't: subd techniques use loop cut and similar tools to control the sharpness of corners, where non-subd techniques tend to use bevels for the same purpose.
There are several arguments for avoiding subd, the most common being that subd creates a great deal of unnecessary geometry. That makes non-sub popular with low poly count modelers, especially those creating assets that are meant for export to game engines.