Your steps are in wrong order for someone new to 3D "IMO".
Learning 3D modeling should be separated into 3 category. 4 if you include animation.
1. Modeling.
You should learn how to use primitives, make your own polygons, understand mesh topology.
know terms used as, polygons, points, edges, vertices etc.
Learn the tools needed to modify meshes. how to cut out section. boole out stuff, merge two objects and so forth.
2. Materials,Texturing & UVW mapping.
Once you can master basic stuff for modeling, you can move on to texturing.
Texturing is an art by itself.
Once you get into more complex modeling you need to learn UVW mapping.
well at least UV mapping as the W is used in shaders and is way out of this scope.
3. Lighting & Cameras.
Once you know how to model and texture you can move on to lighting.
Learn about misc light types, their properties, what type of light to use where etc.
And learn basic camera setting like fov, depth etc.
4. Rigging and Animating.
This is the last thing to learn and is a hole topic by itself.
These are the steps. However having that said.
You might not be a good modeller. "Step1" but be a good Animator "Step4"
But you should still know the basics even if your skill set shines when doing animation.
Same for a people doing textures. there are people who are amazing at texturing stuff but suck at modeling.
Anyway..
Also i would like to see some tutorials for people who knows 3D but want to switch to Blender from other 3D Softwares.
I disagree with this list after working on this stuff for a while. It looks like bullshit from a new artist or someone that doesnt actually do 3d work. I randomly got notified for this thread. My opinion on things have changed now that ive been doing this for a while.
Do the donut tutorial, then pick what you enjoy and work on learning that. While you can try to be like me and learn each skill in order to make characters, if you want to take comms you should get good at one skill, then learn the rest later. I do see people get stuck but its better to be making money and trying to find your way into other skills than to be making nothing at all.
im a probably a bit more bitter sounding. Ive sacrificed a lot of my personal life to just work towards making a game and I've helped a lot of people with blender over the last 2 years. I just feel I need to work on my own stuff and Im too disconnected from new blender users at this point.
Some generic things newbies get stuck on.
-Retopo isnt a real skill, its a mix of your other skills
-Modeling and Sculpting are separate skills
-Your renders are important for presenting your work. You should learn to color grade and fluff them up in the compositor and/or in post if you want to find comms. Do not buy marmoset, Ive never seen anyone use it functionally and only ever seen it for portfolios
-You wont have time for 3D art and your game unless you accept that it will take years starting from no skills whatsoever. The people I know who make their living from nsfw 3d work are animators who either worked in industry, or had been around for 6+ years before they got popular. (or from a poor country but thats not something you can control)
-Blendshapes, morph targets, shapekeys are all the same thing, there are a few terms like this and you just have to use your brain. You only realize it when you start watching tutorials on other software to learn concepts and methods that apply to your own art
-Quit early if you dont enjoy it, Ive seen a lot of people that burn out and its better to focus on making a fun game than to waste time on a skill you dont enjoy
-You should not start with rigging, its a small part of tech art. Learn to animate then learn to rig. If you rig without animating youre making controls without the experience of using them. Its significantly easier to learn how to animate, then how youre rig is supposed to be used by building your controls
-There are a lot of different ways to achieve an effect, unfortunately all the people that will give you good advice are working on their own projects, and youre stuck with a lot of bad advice. Dont trust everything, dont listen to vague ambiguous answers that will take you months to work through, unless you actually skipped fundamentals and someone is telling you to learn those. You want to have concise comprehensive questions and look for responses that give clear and actionable feedback. The technical parts of art arent intuitive and a lot of people pretend they are, a lot of things are easier than you think but you often still need to build up skills before you can do them
-When it comes to texturing, Substance Painter gets reccomended but it hasnt been updated much since adobe acquired it. Mari seems like the better option in many way and it has a free version to learn on. Otherwise you dont need 3rd party software, you can texture in blender, and if you want to use an addon for layers instead of making them in the shader you can download Ucupaint for free
-Dont buy blender addons until you know how to do a skill without them, the big pitfall for this is people purchasing arp, and then second is people purchasing hardops/boxcutter
i know it's been like 2 years but for anyone wants to get started with blender :
before starting, always learn how to do something for an object first and when you master it, do it for a character.
1- posing, lighting and camera angle for objects and characters, there are tons of tutorials but my favourite is
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or you can watch the famous
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now
you'rel able to do basic navigation etc.
for step 2 you'll need some already made characters and scenes which can be downloaded free from a website like
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.
2- you can take
this course which focuses on the animating process and rigging( rigging is putting a skeleton to move a character which you won't need now )
3- this step would be making your own 3d simple models which will need textures , there is a tutorial which covers both called : CGFastTrack - Blender Fundamentals Vol. 1-3 (Blender 4.0) (2024), it is available as torrent but i don't know if it is allowable to share them here,
4- modeling which is the hardest and final step, i don't have a good tutorial for tbh.
Donut tutorial is good, Alive is good but he doesnt rig in it. Alive is extremely boring and I dont think ive met anyone thats finished it. I made it up and through the squirrel section twice. Modeling isnt that hard. Personally I think anything that involves hard arts skills you need to practice regularly to maintain are the most difficult. Sculpting is the most direct example of this, you have to practice regularly or you lose your skills and need to take some time to work back up to proficient, but texturing, concept work, animation, and many other skills all can get in the weeds as hard art skills when you get better.
If you want to learn to make characters, this tutorial touches everything what ive learned at a really basic level and I honestly think its something you should do early if you want to make them from scratch:
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Doing this keeps you from freezing up trying to be proficient at one skill, it gets you making stuff you can animate right away, and it looks like shit so people can look at it and feel like they can do it. It does legitimately make the whole process more accessible tho even if it doesnt go in depth, you can learn that later. I still reccomend the youtube speedchar course I reccomended earlier for sculpting and retopo to be done after this one
Otherwise you can make custom characters with DAZ and export to blender with diffeo. Then you sculpt and edit in blender to better fit your preferences, there are a lot of tutorials on this