You might have learned that it’s a bad idea to do so. I would recommend separating design from technical modeling because both are difficult enough separately, but almost impossible when combined. In other words, never start modeling before you can visually comprehend what you need to model.
Few stages in a pipeline (top row)
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Story, design/concept/visual development
modeling
texturing, rigging, animation, lighting, rendering, end use
sculpting, blocking, structure requirements/topology
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These are divided by design (bold text) and technical modeling (normal text). The design stages/steps are where you gather information about what you have to model, or prepare for modeling, and the modeling itself is done to fulfil the model requirements from the next stages in the pipeline.
Modeling part can be split into multiple steps to figure out forms/proportions/design before jumping into model structure requirements and with that, looking toward the next steps in the pipeline. Sculpting and blocking could be used as 3D tools to make a concept (by concept artist), or a modeler could jump in designer’s boots to figure stuff out, or a modeler could use those to help modeling even if the design is already clear since they can help constructing a model.
References such as: sketches, drawings, paintings, photos, blueprints, modeling sheets, real life objects/people/animals/plants, video, anatomy references, technical descriptions, etc. are used in every stage in the pipeline.
3D animation pipeline http://animator.am/wp-content/uploads/2014/02/IMG_88578561594429.jpeg