For this project I used the primitive modelling workflow. It is fast and works well if you are creating stylized scene.
Always keep in mind what your focus points are. Try to work from big to small - block out the big shapes and add later the smaller ones.
When you are ready with modeling and not planning to add any additional deformations, check your models for n-gons. I always check my meshes in the process of modeling. The easiest way to do so is to use “Cleanup”. It should be your best friend if you plan to export your geometry into a game engine.
If you want to deform your models, once your scene is finished, pick out which objects you will be adjusting. Don’t use every single mesh however. If you do so, then everything in your environment will blend together and loose it’s visual power.
Then check if the models have enough resolution and export them into a sculpting software. You can also use your modelling software - it all depends on what kind of shape you are going for.








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