So, there's about a week before I re-enter the world of work. Monday through Friday will consume three hours per day of menial work. I am counting on the fact that when you have less time to spare for things, that time becomes more valuable, and often, I am more productive because time becomes a precious resource. We will see.
So this next week is going to be a maximum Blender School period.
Starting today!
Mesh Modelling with Jonathan Lampell (Part 1)
Note: It has to be said that Jonathan's free lessons were my formal entry into Blender.01 FundamentalsMesh - The underlying vertex/edge data that informs the object.
Object - Above the mesh data where modifiers are applied.
Number 1 Failure
Bad proportions. Getting the proportions wrong is nothing to do with tools or technique, but it will haunt your modelling efforts if you don't constantly look out for it.
02 Modelling a snowman
Rename an object without going into the Outliner:
F2Placing a duplicated eye using the Snap toolCenter: Face (Align Rotation to Target)
Turn off snapping!
Place the Cursor at the World Origin to help with starting each object.
Batch rename!
1 Select your objects.
2 Edit > Batch Rename
03 Creating a Sci-Fi Crate
* Snap by Grid for getting the initial changes equal on all corners.
* When creating an edge loop, you can select "E" to make the cut even with one end or the other.
* For exact measurements, use overlays. Measurement: Edge Length / Angles
When you extrude edges, do so along the normals. Also, consider "Offset Even" to stop the results from being wonky.
Also, you may need to Snap by vertex to make extrusion edges straight through the mesh.
When you create an Ngon but need to create a loopcut:
1) Use the Knife tool to create a quad.
2) Use Ctrl when moving the new vertex to enable the snap (vertex) to line it up with the previous vertex along the new edge.
Bevel a single vertex "V" (Ctrl+Shift+B) or Ctrl+B, then V

04 Selection
This is a subject that you must already have under your Blender tool belt, but there's more to it, and you need deeper selection knowledge to progress.
Three modes:
Vertex/
Edge/
FaceAffecting a selection works the same regardless of the mode you are in.
What you see is what you can select.
Note: Wireframe view works like X-ray view!Alt+Z (should be X-ray), but this shortcut gets sequestered by add-ons.
Change Selection mode on the fly:B - Box Select
Ctrl - Lasso
Ctrl + or
Ctrl - (number pad) to increase or decrease selection
Select Similar (Shift + G)
Select by Trait - Loose geometry (helps with clean-up and cleaning up a clean-up)
Save selected vertices (etc)Create a Vertex Group!
To save Faces or edges (Use attributes)
05/06 Mesh Topology Tools
Fill tool Fill only uses triangles so fills won't usually work well. However. Use "
F" to create quad flows.
Creating new edges doesn't work because it doesn't split the face. "
J" will split the faces. This is the cure for floating faces.
When refilling, you lose curvature. Use
Face>Grid Fill to restore a mesh's curves through a fill action.
Disolve Get rid of an element without changing the underlying mesh structure.
Rip a vertex * Drag a new vertex out (
V)
* Also works with edges
Rip vertex and fill: Leaves the rip connected. (
Alt+V)
When vertices get mangled, you can use Smooth vertices to spread them out and make them less mangled.
MirrorUnder the bonnet, the mirror tool scales by -1 along the selected axis, resulting in flipped normals. Just remember to flip them back. It is not the ideal tool for editing mesh.
SymmetrizeCopying along a selected axis. It's very useful! It works through face selection, so you don't need to apply the tool to the entire mesh.
Caveat: It's prone to creating double-vertices and internal faces if used on selected faces.
Shear (Shift+ Ctrl+Alt+S)
Rotate a selection without distorting the mesh. Use Shear. The toolbar version is less painful to select.
Push/Pull
Great for moving selections in and out.
LoopTools (Free and included with Blender, but not enabled by default.
Circle and Space are great! Make a selection into a circle. Works for Squares and Triangles which are the equivalent shapes when you don't have enough vertices.
Space does the same for creating even spaces.