Understanding 3D Graphics
azeemba.com
azeemba.com
With that said I love it, I've learned so much just toying around with the software: optics, material science, psychology, illusion, compsci, math... Not to mention the actual artistry of CG which is so diverse. And I find overall it facilitates a unique form of reasoning. It's a confluence of a dozen different disciplines and it's a great playground for the ADHD mind if one isn't fixated on productivity.
But for actual production models, AI models do not produce usable model right now. Their topology is so bad that they could not be animated. Even if you just need a static model, the topology is so bad that it would not support making minor fixes to the model.
There are many different approaches that you might encounter that don't fit so neatly into this traditional workflow. Sculpting has different feel than manually placing polygons for example, and SDF based representations are completely different. Recently splatting has been all over the news. Solid modeling is popular among CAD users. Generative approaches like Blenders Geometry Nodes are also fairly exciting. Voxels and point clouds have their own stuff too, latter being interesting especially in the context of photogrammetry. And so on.
I'm bringing this up mostly because if you get excited and go learn Blender, and then find traditional modeling to be very tedious then it is good to know that there are many ways to skin a cat, and no one way is "correct". Especially for art you should do whatever gets you the result you want.