Modeling tips for a combat knife?

I’ve been working on a model of a combat knife. Nothing too detailed since it’s for a game, but somethings I have noticed are imperfections where it should be smooth.

As you can see, on spots I want smooth, there are lines and imperfections.

Heres the mesh:

Also, when I look at my meshes, they seem to be extremely messy compared to meshes I’ve seen from other models. I started off with outlining it, then I filled it in. Probably my problem but I see no easier way.
If someone could maybe point me into the right direction or give me tips on ways to start/create models.

Blender’s keyboard short cuts are great, I can’t live without them but you’ve just found yourself in a situation where some of them just won’t cut it anymore. It’s time for you to learn to use the transform properties window for accurate vertex placement. After you have tocorrect this type of problem a couple of times you’ll begin to approach modeling with the intent of avoiding this kind of stuff. This is not always possible though.

What you’re seeing is light being reflected in more than one directin where the faces SHOULD be reflecting it in only one direction. This can be caused by A.) Flat faces being Set Smooth rather than Set Solid or, in your case, B.) two faces which Should reside on the same plane actually residing on separate planes because one of the verts is slightly higher or lower than the others in Z-Space.
What you can do is this. Open the transform properties window in 3D view with N key. Now sample the z-value of a vert whose plane is reflecting light properly (one beside a plane that is not reflecting light as it should) for it’s location in z-space. Now select a vert that is out of this z-plane and type the correct value into the transform properties window nex to “Vertex Z:”. This should line the faces up properly so that the light now becomes uniformly reflected.

In the future avoid filling more than one face at a time else blender will stitch them for you in the creapiest, most horrid manner imaginable. Also avoid triangles as if they were passengers on a plague waggon. There are a few situations where they are actually desirable such as a controlled, creased deformation of an otherwise smooth mesh but for the most part they will just make your life very difficult

I would do the classic box modeling method here. Start with a large box and then cut it up using loop cuts so that you can make the shape. This way you should more easily avoid the triangles that you have. However, if its for a game, you are unlikely to see this issue when its all textured and stabbing in and out like a piston.

When you say loop cut, do you mean Loop Subdivide or Knife Subdivide?