Getting the stuff into source is pretty easy once you get the hang of it, it does involve some trial and error and even quite a bit of reading and some basic understanding of some basic concepts of code. The Valve wiki is a good place to learn, also there are a lot of user based tutorials floating around the web. BUT and…
I think almost all of us started 3d because we wanted to help with some mod or add some custom shit to a game. He's the same. ADVICE TIME. Step 1, get a 3d program. I recommend 3dsmax. Step 2, do all the of the tutorials that come with the program. Step 3, find other tutorials online using google. Step 4, practice.
Are you a university student? Because if you are, you can download a free educational licence of Autodesk 3ds Max or Maya - the two top tier 3d packages when it comes to games. If you're not a student, look into blender Once you have a program, spend some time with the introductory tutorials and get to grips with the basic…
Jumping right in to 'modeling for TF2' isn't really your best option. 'Modeling', as it were, is where you should begin. A grasp, understanding and decent exposure to the craft would be wise well before jumping in to tackling TF2 as it specifically has a unique way their models and textures look (read: visual style). I…