I have yet to dive into the whole shipyard tasking attempts (at first, a style for each X-Worlds races, plus a few key-tech-adapted ships & eventually all types) but i've got a "good" background knowledge of some entry-level graphic tools.
3D is somehow, a heavy subject where steep learning is involved.
If studioMax is too costly, there is a fair enough freeware version with gMax from the same developpers.
Blender is also a fairly good alternative, but the framework needs quite a bit of thoughts for awhile. Once you get the hang of it though... it should be alright for the purpose of making hard-points X/compatible models. I believe a small plugin is also necessary while the user must be a scripting magician, at the same time.
What matters most, is that whatever program you choose to use, stick with it longterm and concentrate on its features. Versatility comes with a cost. User-Friendly, is a simple opinion.
Over the years, i've managed to test-run a number of 3D tools and soon realized many things;
- To get the job done, you need the exact solution (while having a very tight gap for required "functions").
- P-a-t-i-e-n-c-e.
- RTFM. Read it again. Once more. Check every slight details about WHAT it is you are currently aiming for. Read twice. Get the darn process(+++) INTO your mind. Find the optimal routine and exploit the advantages.
- Sometimes it is easier to obtain pre-made stuff than to create everything from scratch!
In general, i'd say Modeling is relatively simple (Noobs, perspective, patches, texturing, polygons, resolution, algebra, geometry, spatial coordinates, fusion, etc.) and with the proper enviro, anyone can achieve what they should -- quickly or even, faster.
- Zyxpsilon.