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From the study of topology, of course. Modeling itself is not as difficult as understanding topology. It's a whole philosophy. I will send you a couple of links that helped me a lot in my time:
forums.newtek.com/showthread.php?98754-Polygon-Tab...
polycount.com/discussion/56014/faq-how-u-model-dem ...
Then choose any program where you will model and model with an eye to the tips for building a grid, of which there are a lot of links that I threw off above. The principles of polygonal modeling are the same in all programs, the tools that you will need in the modeling process can be counted on one hand. That is, here you just need to study the functionality of the selected program.
Well, then model, model and model again. The more you model, the better your understanding of topology and modeling tools.
I also recommend watching videos from this channel: www.youtube.com/user/Caraboomba/videos (about 3ds Max, Maya and Blender).
Try playing around with the free Blender so you don't have to worry about licenses or torrents. Just download, install, open and assemble something simple from primitives. To do this, you do not need to read references and watch long video tutorials. Here are some hot buttons for quick manipulation of objects:
1. Open Blender
2. A primitive scene will already be created on the screen, where there is a cube (primitive) in the middle.
3. The cube is already selected and its border is orange, if not, then right-click on the object
3. Press the G key to move it and the left mouse button to fix the result.
4. S key to resize and R keyto rotate
5. Shift+A to open the menu for adding new objects. Choose any of the Mesh group
That's all, compose the scene however you want.
Someone would not say anything, but most of the principles for creating 3D graphics are the same for any editors. Having dealt with the basics, you will already decide which editor to study, and most importantly for what purposes.
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