>>1017519 (OP)
There's some specialized breakdowns for each category of 3d modeling.
I mean, not everyone that does something like characters will be doing environmental modeling. I.E. character artists will not be doing much architectural design)
Although, it's good to be well rounded. it's not a bad idea to focus and master one discipline first.
Hard surface vs. organics - usually a good distinction between the two.
I would say learning how to 3d sculpt is where you'd want to go, based off picrel.
Someone can correct me but pipeline is generally;
Concept sketch -> character sheet -> sculpt -> colors -> retopo-> texture baking -> possible rigging and animation depending on the industry.
You don't need to do the last steps (retopo/baking/rigging) if your model isn't going to be used or if it doesn't need to be functional as a game or animation asset.
You can clean it up and add to portfolio instead.
The last steps of the pipeline (functionality) usually don't require the original artists involvement. It's not bad to know though if you plan to sell yourself and your art.