Hi rodent042,
You're off to a good start. Best thing to do to get used to any modeling program is to stick with it, and learn as much through trial and error as you do through tutorials. My advice, regardless of what anyone else here may chime in and tell you;
stick with Blender. Granted, some seem to think it has a higher learning curve than other modeling programs, but you'll be glad you stuck with it in the long run because it can do so much more than what else is available within the same budget.
A bit more on topic, your model looks pretty good for being new to the trade. However, when you're working in Blender, make sure you
always add new shapes to your mesh in EDIT MODE, so they will become part of the same object (unless of course, you want them to be seperate objects). Right now, your model consists of 5 seperate meshes, which can become a problem during the export process.
Simple fix. SHIFT + RIGHT-CLICK on all five of the meshes in OBJECT MODE (the TAB key toggles between OBJECT MODE and EDIT MODE), and then press CTRL + J to join the selected meshes.
Quote: "First, the .x file is huge. Is this normal?"
You can scale your model up or down in Blender by pressing the S key in EDIT MODE while all of the faces are selected. If this is going to be an FPS Creator model, you can also scale down the model in the entity's .fpi script (scale=x where x is percent).
If this
is going to be a game model, it's worth mentioning that 21,000 polygons is
way too high for a single entity. In the top-right corner of Blender, you'll see these values;
VE: 10692 FA: 10624
The FA value tells you that there are 10,624 [quad] faces in the .blend file; which total 21,248 when converted to tris. A typical static FPS Creator model should fall under 1,000 quads, or 2,000 tris. This, of course, depends on what the model is. But for a potion vile such as what you have here, I would say that you could pull it off in under 500 polys.
Quote: "Is there a way to reduce the size without making everything look blocky?"
Don't worry about the mesh not looking smooth in Blender. Your texture will take care of that, and help to smooth it out once it's applied.
Quote: "Lastly, does anyone have a checklist style cheat sheet for Blender?"
Once you get used to Blender's hotkeys, it becomes a
very efficient tool for modeling and UV mapping. Here are Blender's hotkeys;
http://upload.wikimedia.org/wikibooks/en/8/82/BlenderHotkeysObjectMode.png
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Hot_Keys
Kravenwolf