i know everyone has their opinions, and just from this thread alone there are a lot of different personal preferences, but i recommend using
wings3d, for several reasons:
1.
it's free - i know blender is also free, and many companies have free "personal learning editions" of their software available, but wings has never (and will never) cost any money and the guys who work on it update it pretty frequently. i wouldnt spend any money right off the bat if you're just getting into modeling, because how do you know what you like/need in your workflow if you don't really
have a workflow yet?
2.
it's intuitive - most 3d programs have GUIs that look as if they were designed by a visually impaired person using an actual food blender. the wings interface is streamlined and clutter-free, and uses context-sensitive menus so only the tools you would want to use in a particular situation are available when you right-click.
3.
it's powerful - the simple interface is deceiving, because behind the exterior lie a number of incredibly useful tools that work you would expect them to. you can build up to the more complex tools, too; when you start out, "advanced menus" aren't enabled, but if you turn them on in the options you get access to magnet functions, the incredibly useful constrain by vertice/face/edge tool, and more.
4.
it's easy to learn - wings has a user manual which features a number of step-by-step tutorials that introduce you to both wings and poly modeling in general, taking you from simple objects to more complex ones in a short amount of time. once you get over the initial hump of thinking in 3d, i believe wings will provide the fastest learning curve for you, as you won't be hunting through a program like maya which has hundreds of menu options.
5.
it's free - did i mention this already?
6.
it plays nice with others - wings has a variety of export options, including 3ds, obj, and fbx, which means whatever you create can be brought into pretty much any other 3d program on the market, should you later want to texture, render, or maybe even animate one of your models.
7.
it has even more sweet stuff - i love the uv mapping tools for wings (for when you finish modeling and need to paint your textures); i know blender has a sweet LSCM implementation as well (which i have yet to try out). you can always try modeling in wings and then import to blender to make some sweet renders.
why you shouldn't use wings:
you shouldn't use wings if, for some reason, you hate the box modeling technique. if you have your heart set on creating things poly by poly (personally i don't know how you people do it), wings is the wrong choice. the program's setup requires a closed volume at all times, so you can't just delete faces and leave a hole to the interior (note that you can still create "tunnels" within a mesh), and you can't just build a model by creating a face, attaching another to it, etc.
but the poly-by-poly technique seems a bit silly to me if you consider how people usually draw, sculpt, etc. - by blocking in a rough overall form and then refining details, rather than creating details in one area and moving on to the next. it's too easy - especially for beginners - to get lost in the minute intricacies of the outer elbow and forget things like proportion, scale, general form, etc.
anyway, i hope this really long post gave you at least a little sense of direction. good luck starting out and i hope you have a lot of fun! if you have any questions don't hesitate to drop me a PM or something...