Eh, I signed up for a intro modeling with Maya class at a community college this Fall but might have to drop out because of my background actor gig throughout the rest of the year. And I am not sure if I am missing a lot because AFAIK they teach some basic character modeling, and not much of the hard surface modeling even in their intermediate and advanced modeling classes.
Come to think of it, there are relatively fewer tutorials handling hard surface models, I think. And to make things worse I use Modo, which has relatively smaller number of learning resources than others.
I was told that (constantly) I should be concentrating on one specific field of modeling than going for a generalist approach. Well, I do have some radically different interests: hard surface vehicle/mech & stylized characters. So far I did some practices with hard surface stuff but I never did any character modeling at all. I don't know. I am more interested in concept modeling for vehicle/mech than characters.
I don't think I can pull off production-ready model anytime soon. And concept modeling is a field that is very new. Growing number of studios use 3D for concept design, but the field is still very small. I don't want to worry about polygon counts, nGons, and whatnot. But I rarely see design-focused modeling tutorials geared toward concept artists. Yes, I know that there are plenty of hard surface sculpting tutorials for Zbrush, but I barely dipped the toe into it.
See, this is why I am saving up money to take a Modo class at Art Center in Pasadena. (They do offer an independent class or two about modeling with Modo.) Since most of the students are designers rather than modelers, maybe I can share some insight on approaches with other students.
I once spoke with an admission counselor at Gnomon, and he agreed that 3D is becoming more common in concept design field. (sadly the VA refused to pay for Gnomon.)
I really want to see a solid curriculum geared toward hard surface modeling for designers. I guess a lot of designers want to employ 3D but the pressure to build production-ready models probably scare them away...?
P.S. I know that the whole forums are dedicated to game art, where technical competence is really crucial. I guess I am in the minority among all the Polycount members.
P.S. I sincerely hope I am not repeating the same thing over and over again.