I am new to 3D modelling and wondering if someone could break down when and when not to use subdivision surface modelling. I am thinking more in terms of hard surface stuff. Why wouldn't you always just use a subdivision surface as it looks to me like it produces nicer looking models.
I understand how they work and the way you can make edges catch light and so on. It's not an explanation of this I am after.
For example, I've watched people model realistic architectural visualisations and they won't use subdivision surfaces for the table tops or windows, even though in my mind wouldn't it create more realism to use a subdivision and have the nice edge catching light.
Lot of props, building and cars for 3D renders or games and stuff seem to not always use subdivision surfaces. Is this because of poly counts or because it's easier to get good topology flow without the subdivision or maybe something else?
I realise that it's probably personal to each individual modeller and their preference, but was hoping to maybe get some peoples thoughts on this.