I spent a lot of time trying to get artsy results from models I had made, and was quite frustrated until I figured out the best approach is to do the artsy parts first, then trim and cut the precise parts I wanted.
How I do it is to click on "create form" which throws you into sculpt automatically. Then I make a new primitive, like a cube (this will be a T-spline body). You can specify the overall size, but if you are going to trim it up later, remember to add the extra you need. You can double-click on a line and it will select the whole loop, then you can use the right-click menu to get to edit form and you can rotate, scale or translate the whole loop at once. With symmetry on you can make a barrel shape from a cylinder pretty easily. Or you can tweak individual vertices.
When I do it that way, and click on finish form, it creates a body that you can work with just the same as ones you create in the model space (if it is closed), except it will be "artsy" looking. Drill holes in it, combine it with another body, export it to .STL, and so on. It is much easier to work it this way than to try and make the CAD-type body into something you can edit. Most of my projects now start with a Form and then I do the sketches and CAD work to it.
I never thought of replacing a face at a time as was shown previously, and that will go into my "bag of tricks".
- Wes