I think you're misunderstanding how subdiv modeling works. Unless the edge is weighted as 'creased', it's subdivable. All edges are created equal. And importing a cube and letting the edges subdiv is prefectly fine. A lot of humanoid models start out as a cube, with is cut, extruded, subdivd, etc. The original points of the cube can be considered the control cage of the subdivd model, you can drag them around to affect the resulting subdiv'd mesh.
If you want a edge to stay sharp on import, you mark it as 'creased' in formats that support it, or you double up the edges by defining a very very very small bevel in those that don't ( obj ).
This is important when I'm modeling something in moi that contains both gentle curves, and hard edges. When exported as a mesh, and imported into Silo ( To sculpt some blast craters ), as I subdiv the model, all the edges would go soft, as you can't denote which edges should be creased in a OBJ file.
I'll post a simple example of what I mean.
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