Method of modeling for my

Before you can decide which method of modeling works for you, it helps to know exactly what options are available and how they work. Blender offers a great set of core tools to make whatever method you use as productive as possible. Here is a list of methods and tools for you to consider as you start your next project:

Box Modeling
Generally the easiest method when you first start learning. You'd be amazed by how many things get their start as a cube. Start by adding a pre-made primitive (usually a cube, but can be any of the other primitives i.e. Sphere, Cone, Tube etc). Then extrude, delete edges and vértices as needed to achieve your desired shape.

The use of Box Modeling is preferable if you are able to conceive the desired shape in lesser amounts of detail in the beginning. Basically, you start by creating a basic box, then defining details as you carry on.

Vertex Pushing
Alos referred to as point-to-point modeling
This method requires more patience but allows for greater precision, especially when creating smooth Edge Loops for animation. Start with one vertex, extruding and/or adding vértices one-by-one, adjusting and refining your shape until your model is completed.

This method is in contrast to the box modeling technique. It suits people who are able to conceive the shape and details in advance, instead of adding details later.

Allows you to create smooth shapes and complex geometry. Great for logos.

One of the more difficult methods of modeling. You create patches that are then stitched together to create smooth seamless models. Great for organic modeling.

Much like working with clay. You add additional metaballs with varying influence (can be positive or negative influence) to build up your model.

Tools that can be used in conjunction with most modeling methods.

Extrude: [E key] Vertices, Edges and Faces can all be extruded to build your models.

Knife: [K key] can be used to create additional Edges and Faces, useful in adding more detail once your basic model is created.
Vertex/Edge/Face Select: (Toggle buttons on the 3D window Header Bar [looks like dots/line/triangle]) Useful for selecting just the area you need.

Loop Select: [Alt + MMB] allows you to select an entire loop for modification.
Subsurf: (Subdivision Surfaces found in the Modifiers panel of the Edit buttons window) Subsurf smooths the hard angles of your model, maintaining low polygon counts while modeling.

There are actually many more useful tools included within Blender, but these are the ones used most often. More information on Blender's tools and methods, as well as various tutorials can, of course, be found in the Blender wikibooque found at: