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					 Smooth a mesh by adding new polygons 
				   | Allows you to increase detail only in areas of the mesh that need it 
					  Uses the 
						OpenSubdiv Catmull-Clark 
						subdivision method by default. 
					 
 | Adds divisions to the mesh, increasing the polygon count 
					 
 | When the final model is complete and ready to be sent down the pipeline. 
					 When you absolutely require the versatility of working with the high-res mesh (i.e. working with features that require the real geometry). 
					 
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| Smooth Mesh Preview (Hotkeys: 1, 2, 3) 
				   |  | Can’t be smoothed linearly 
					 Complicated mirror setup 
					 Cannot collide with particles 
					 
 | In most cases you will want to use a smooth mesh preview 
					 When you want to see the effects of a smooth operation 
					 When you want to make changes to a smooth mesh by modifying its less complicated un-smoothed counterpart 
					 
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| Subdiv Proxy | Allows for linear smoothing 
					 Provides 1-click mirror smoothing 
					 Allows you to see the effect of particle collisions 
					  Uses the 
						OpenSubdiv Catmull-Clark 
						 subdivision method by default. 
					 
 | Increases the polygon count 
					 
 | When you need to perform a linear smooth 
					 When you want to see the effect of particle collision on your smoothed object, prior to smoothing 
					 If you want to perform a mirrored smooth (though this can be recreated in a smooth mesh preview with a few extra steps) 
					 
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| Smooth by averaging distance between vertices | Maintains the current poly count of an object 
					 
 | Less versatility since only existing vertices can be used. 
					 
 | When under a strict poly count restriction. 
					 When you want to massage an area with a lot of spikes or dips. 
					 
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| Subdivision Surface | Lets you increase detail only in areas of the mesh that need it 
					 Lets you affect the mesh in different levels of detail 
					 
 | Slowest performance 
					 No external pipeline support (without first converting to polygons) 
					 
 | When modeling objects that are not going to be rigged 
					 When modeling with the intention of converting to NURBS 
					 
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