You didn’t provide examples of your modeling, where it was problematic, what the goal was, so this is going to be very generic.
Yes the basics of the program are important https://www.youtube.com/playlist?list=PL0AfIdK08E7_PKsXOO_yuAql9b3hdcwPR
After that, if you’re completely new to polygonal modeling, a common path is to start with a modeling project. There are tutorials available that are structured as a course or as a larger project, cgcookie.com and cgmasters.net has those for example. Thing is, try as you might, you won’t find one big tutorial series that would teach you everything about modeling because there’s so much to it.
Modeling is about taking an existing design and turning it into a usable 3D model, or models, as modeling may have multiple outputs. A model is produced for a purpose: a still, animation, game engine use, 3D printing, or other. The list of requirements vary a lot depending on the end use, which means that the way the model is constructed and what kind of structure it has can be very different.
Then there are requirements from the pipeline. UV unwrapping is easier with a readable model structure. Subdivisions might need to be supported for texturing. If texturing uses baking, it could mean producing high and low polygon model. If the model deforms, the structure needs to be ready for rigging.
Modeling itself is done with the understanding of forms, proportions, what structures make up those forms, the structure requirements from the mentioned, and combining those with the tools you know to decide on a modeling workflow.
With experience, that’s the order of modeling: end use, pipeline, structure, simplified structure for the tools, and then you start modeling. No one learns that way though. Learning is about modeling the other way around to learn about the forms, proportions, structures, how the tools affect the structure, and then what the model would actually need to have included. Even the polygonal modeling basics might only be clear later when you really understand meshes, what implications it being about approximation has, or it being a surface type modeling paradigm, and how all that is related to mesh errors and problems, and also affects materials/lighting/rendering.
Topology is in all that. It’s about the structure flows, but it’s also about all the things that can affect those flows, like forms, deformations, and anatomy. A very extensive subject matter.
If you know what you’re going to be modeling for, that might help to focus your learning towards that goal in mind. Otherwise, a few more things:
- Don’t model what you can’t see with your eyes. If you want to model your own design, you need to design it first. Use references
- Don’t obsess about absolute precision. Polygonal modeling is done with straight edges and flat polygons which means it’s about approximation of curves and surfaces. You’re supposed to make an intelligent approximation, not a dimensionally accurate one.
- Don’t try to swallow an ocean if you haven’t even tried a cup of water yet. Too difficult subject matter too soon can stop your learning
- You don’t need to know every tool to model. Learn enough so you can make things and learn more as you go. The tools will change, your knowledge will change, and the workflows you’ve learned will also be in a constant change
- Don’t expect to be done learning. That won’t happen if you’re doing it right.