sinewav wrote:Now I'm trying to get a solid understanding of 3D modeling basics
Alright, first some general advice.
In most 3D applications, it's helpful to know how detailed you want your final model to be, so when you start with the geometric primitives, you can set enough subdivisions to start from. Then you use the extrude-function, extrude some faces and move groups of faces/edges/vertices and then the individual vertices/faces/edges until you're happy. Keep repeating those steps until you have a "raw" version of your model. Add the subdivision surface filter/modifier if that's what you need, and look if you have to add more detail - sometimes a number of neighbouring edges that is supposed to look round actually looks cornered, even with subdivision surface enable. Then you just add more points/loops inbetween and move them until you're happy. Likewise, you can always remove points if some parts are too round or not needed for some reason. Once you are finished with that, you can begin sculpting and add one layer after another for every new level of detail.
If you want to include your models in video games you should read about culling, normals, and UV texturing so the models are displayed correctly. I recommend watching a few tutorial videos of people sculpting random stuff, after 7 or 8 videos you know everything important.
Some basic advice for blender:
Blender is relatively easy once you get used to annoying layout. Learn the shortcuts, because then many things will be self-explanatory. The ones which I use most of the time are G (move), R (rotate) and S (scale) in combination with the key for axes (X, Y, Z). A nice feature of Blender which I didn't see elsewhere is that you can easily switch between Edit and Object mode using Tab; and in Edit Mode you can edit the Vertices, Edges and Faces simultaneously if you press shift while clicking on the edge/face/vertex-buttons. The basic tools you need to model are the knife (to add new polygons by dividing existing ones), the bridge (to connect edges) and the extrude feature (select a face or edge and press D). The most important modifier is subdivision surface. Once you have created a raw box-based model by extruding the faces and moving them the way you want, you can add that modifier to make it look smooth and more natural. Other modifiers I regularly use are Bool and Mirror. Until recently I didn't even know that something like "Loop selection" exists, and how to add
loopcuts. It saves so much time! If you don't know what you can do with it, you should definitely look into it. Only a few months ago I noticed that most 3D programs have that feature for years now. Anyway,
here's a link. Another thing I never really paid attention to was enabling "
snapping" so objects don't overlap - I used to work around that by comparing the position coordinates and sizes of my objects. You as a graphic designer will probably figure that out pretty quickly. It isn't that different from Gimp, after all.