To start off my highpoly models, I've been modeling the most boring parts/harder parts first, then moving on to the more fun/less complicated parts. My theory for staying motivated is to get the tedious stuff out of the way, so all that's left is the easy, fun stuff. (Not to say that the easy stuff is always more fun, but…
I don't think any part of modeling is necessarily fun, or boring. Im pretty much neutral, but I do it for that moment when I zoom out and go "this looks really good", zoom back in, repeat. Well I take that back. I think doing small simple details is fun because it adds so much to your work.
For me modeling anything over all is fun but i usually start with the essayist pieces to keep from slacking and getting off track unless im seeing progress my mind aborts the mission early in the process
Good stuff. I don't necessarily approach tasks in terms of fun/boring, as it's usually very mixed depending on the shape/style/concept. Normally, if I'm just doing a prop, I'll start with the bigger, most important shapes and work my way to the cool little details. Rarely though, I like to "free-style" and jump from place…
I have the bad habit of in-game iteration testing. I gain too much satisfaction from just seeing my work in-game. I like making a mesh, putting it in-game without a texture or an unwrap just to see how it looks, and then I'll tweak it, check it out again. Repeat that about ten times. Then I'll unwrap it, slap a shitty…
I don't actually jump around either. I've been doing mechs, so I'll start with the feet and go up. Legs are usually a lot more complicated because you've got to worry about joints and everything's at an angle. I probably should work more like you though- global details first, then work my way down to the small stuff, but…
I usually go from simplest large forms down into the more detailed parts. I start with doing the basic shapes of the entire piece then go over it again with more detail and clean up and again with more detail until I feel its finished.