Here’s how i would start it
1st something very simple, it’s important to keep it simple as we’re going to bevel later and we don’t want extra edges screwing up the beveling
Then we complete the base
Now add a mirror modifier with “clipping” enabled and extrude it on the X axis
It’s important to delete the faces that may be at the mirror symmetry center, we don’t want internal faces in any modelling cases, it’s very bad.
Now that done, select those edges
Let’s bevel (CTRL+B or CTRL+E -> Bevel or click on Mesh -> Edge -> Bevel)
While bevelling move the mousewheel up to add a segment ( or press Numpad+ if you don’t have a mousewheel , or end your bevel and press F6 then add a segment manually)
Something important to note is that this process has created ngon faces (faces with more than 4 vertices) , in many cases it’s bad (unwrapping, subsurf etc…), so let’s get rid of them now, as the more you model the more ngon may be generated, and it’s easy to forget them once your model is completed
We can use the knife there, press K then hold CTRL and cut there
Enter or Spacebar to validate the cut
Keep cutting the ngons
Do the same for the top
Now if you want you can add edge loops (CTRL+R) to help make the central part thing following more of the background image
Then select your central thing :
Press I then Enter and press F6 (or look in the operator)
Set Thickness to 0
Increase the Depth until you’re satisfied
(without having to press F6 you could just press I , move the mouse until you see no thickness, then hold CTRL and move the mouse to increase the depth)
As previously, be very cautious of internal faces, there should be some after that process , select them and delete them :
That should be it for the base, after that, adding more edge loops, moving vertices, etc… to get more details
By example, the central thingy and its crease
Select the edges
Bevel a little bit (you can remove segments with mousewheel or Numpad- )
Then press I and inset only with Depth and 0 Thickness
Keep checking there’s no internal or unwanted face at the symmetry axis (there should be a couple)
and later with some subsurf, edge crease etc … you can round things more