When googling about this its a bit overwhelming and nothing really explains the stages that well. I am wondering what topics I should learn first. For example, do I start with 3D? What specifics do I need to go through, and whats the best order I should learn them in to piece them together correctly.
I have some experience with these things so I am not totally blind on the subject if that helps, I just need more structure to make me learn easier.
Software I have access too:
3DS Max
Mudbox (can get zbrush)
Photoshop
Can also get substance painter.
Replies
I would suggest modeling basic objects. A crate, barrel, metal drum, etc. nail the silhoutte and take the piece from there, make sure you have plenty of reference. Peruse ArtStation for what others have completed for a sense of quality and another's interpretation of the object you are modeling. Take it slowly and try to nail the 3D representation of the object. I would not worry about texturing if you have not grasped the modeling aspect yet. Focus on good edge flow and appropriate topology of the object.
Focus on tutorials that can give you a further understanding of the process, search for barrels or the like.
Post your progress and people will help via critiques and lend suggestions for improvement or aid.
Peruse the Polycount wiki as well:
http://wiki.polycount.com/wiki/Polycount
I've also practiced sculpting a bit also, just not the "baking" side of things.
Thank you for the reply
Updated with a model I made this morning. Learned a lot from it to be honest. Done without a tutorial !
Always model real life objects, dont waste your time with made up stuff.
If you get a bit of a hang with turbosmooth modeling, try to make a simple model like the cartridge and do a lowpoly for that and look into normal map baking on the polycount wiki. If that worked reasonably, try texturing with photoshop, leave stuff like substance on the side. Watch as many tutorials as you can. Also you dont need to master one thing before starting on the next workflow thing.
I'll potentially texture this when it comes to learning that!. Looks good to practice with.
Ill probably practice the details on the top of the can in time also. (the opening part)
Things you should forge in your studies:
Beyond that, reading/watching tutorials is useful for picking up smart practices and techniques. And over time begin developing non-destructive workflows and gaining production speed. And, keep doing what you're doing; Post your progress on the forum with an open mind and eagerness to learn.
I am just wondering about the units. Does it matter what size you make things if all other proportions are right? Since you can scale the object anyway.
Lets say if I modeled a cup but the handle and bowl part is modeled just right for eachother and I then import it into a scene. Would it be wrong if I needed to scale or downscale it a bit?
If everything is working to the same scale it's far easier to maintain Texel Ratio (how many pixels of texture occupy a set area).
Basically everything will be easier if you work to a set scale. Everything can be consistent and repeatable (same bevel sizes, same extrusion distances etc)
It's basically a good work practice to get into and will make your job easier.