Seconding the suggestion of Quill18 for Unity tutorials, etc. I can't speak to Blender Tutorials... I've been learning it through trial and error since the late 90's, and I still haven't found a lot of good, comprehensive tutorials for the things I want to do. If you have access to Maya etc., lots of people swear by them as intuitive and pretty powerful.
If you're only planning to create very simple 3D meshes, you can instead create them procedurally in Unity too:
The basic idea is here. Basically, you define the Mesh component of a Game Object or Prefab manually, by feeding it an array of 3D vectors for Vertices and Normals, an array of 2D vectors for texture-mapping UV coordinates, and an array of integers for sets of 3 Vertex Indices that make up a triangle (rule of thumb; the winding order of the vertices in a triangle should be clockwise, to determine which perspective the surface is visible from). It's easiest if you do it with simple shapes. I used that method to make
procedurally generated polyhedra, for meshes of subdivided dodecahedron spheres, cubes, triangles, and the like. I programatically created the solid-color 2D planes
that made up these sprites too. If you're making a tile-based Map Engine of some kind for your project, generating terrain at runtime using raw data or indexes for terrain types or such, can be a pretty useful way to go!
P.S. Different subject, but I remember you were working with collision detection and exclusion/object ejection type stuff for terrain, too. We talked about Raycasts, but I also just discovered this method for walls with simple geometries, and it's pretty intuitive. Also, it's nice to look at industry examples!
https://www.youtube.com/watch?v=a9fUV7uA2_s