Basics of Modeling & Texturing for Real-Time

In early 2008 I held an in-house crash course on modeling and texturing for real-time game development.
The classes covered a range of principles and practices for coworkers with little or no knowledge on the subject.
The course included an outline(see below), examples, and tutorials, which were covered in class.
Note: Some of what was covered was specific to our pipeline and existing engine structure and probably wouldn't hold true for others.