@stingray_SIX_TWO:
Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
I know something about this.
Here’s how i set up for mirrored modeling, this might be the same way you do it. Start with a cube, then tab for edit, k for cut, z for cut through, then hold ctrl to bisect straight through across the X axis. Then I delete the vertexes on one side of the bisected cube, then add in the mirror modifier so that what you do to one side will happen on the other.
After I get that set up out of the way, it’s mostly k to cut lines and faces, which ups the vertex count, then move vertexes around until I get them in the right place. The only ones to move carefully are the ones right on the axis that you’re mirrored across, since if they get too far off the axis there will be a gap. Start with the body then e for extruding legs and arms. If you extrude anything along the mirrored line it will also generate a face on the inside of that line which you’ll have to delete at some point, or it will mess up the vertex normals a bit until you do.
Most of the modeling I’ve done has been low poly. With the poly-count that you’re going for the Subdivision Surface modifier will likely be the way to go. I’ve heard in a few places that, with SubSurf, you mostly want to build your mesh out of squares and try to keep the triangles to the minimum. Don’t worry if all the points on your squares don’t fall on the same plane, the squared mesh is just a control cage for the SubSurface mesh you’re building.
I’m pretty sure you got this dude! Go be better than me at modeling humanoids as well!!