A sculptor blocks in only a coarse frame — the “cage” — and a subdivision algorithm (Catmull-Clark is the common one) repeatedly splits every face into four and nudges each new vertex toward a weighted average of nearby faces and edges, converging on a smooth curved surface. The original low-res mesh survives as the cage, still light to edit; the smooth result is a preview layered on top.
The power move is separating editing from density: you edit a lightweight cage of a few dozen faces, while the render output can resolve to tens of thousands. But if the cage’s topology (previous entry) is bad — stray triangles, too many poles — subdivision bakes those flaws straight into the smooth surface as visible dents. That’s why subdivision-targeted modeling is almost always quad-first.
Blender calls it the “Subdivision Surface” modifier, Maya has “Smooth Mesh Preview,” and Cinema 4D has a “Subdivision Surface” generator — all variants of the same algorithm family. Adding a crease weight on a cage edge keeps that specific line sharp instead of smoothing it away.
When to use
When you need to edit an organic shape — a character, a car body — cheaply while still getting a smooth final surface.