I haven’t done research or a lot on printing, but in game development it’s commonly divided as poly modeling(specifically box modeling or the newer term sub-d or quad modeling.) is for hard surface assets. Poly modeling(specifically pushing/pulling verts techniques) is also commonly used in retopology phase of sculpting unless you use the newer multi-resolutions sculpting method. Sculpting is commonly used for organic assets like characters and blankets. However it really doesn’t matter which you use as long as you get the results you need.