My workflow changes a bit depending on what I’m modelling. Generally, if it’s realistic and organic (but often hard-surface too) I use sculptris to knock out a concept sculpt to build in all the basic forms and shapes. I then import that into Blender and do a quick bit of retopology and make a properly subdivided high poly model. I then retopo that again properly as a low poly mesh and bake the details down in xNormal and then texture in Photoshop.
If it’s stylised or just a low poly with no normal map, I’ll generally poly model in Blender alone.
It really is worth sticking with Blender to learn it. Sure, it defies industry convention in several ways, but I think that’s a very good thing - considering Max has been the standard for over a decade (more?) I think people should consider change. Having selection and moving vertices etc (via the widget) on the same mouse button is stupid in my opinion. There are a lot of things I could go into, but I’ll refrain!
My biggest nag with max is the navigation and button-based tools. Blender is really, really fast because every action is hot key based; you can do basically anything without knowing where the cursor is, you just know you have to move it, but not to a specific place. This for me is the best thing about blender. It has a barrier for learning, but once you’re past that the UI and way of using tools actually makes a lot of sense and it comes into it’s own.
But then… I guess 3DS Max is the standard for a reason (though I would hold age and familiarity as that reason) so it makes sense to learn it, I suppose.
I’m also a student, and planning to go to University (if you’re in the US I think you call that college), so I thought I should learn either Max or Maya, as they seem to be the standard. I hated using Max with a passion, particularly its navigation, but found Maya much better in that respect. However, I thought its modelling tools were a bit weak, and I hate the Autodesk way of moving vertices etc with the arrow axes widget. I think I will have to reluctantly give Max another go, and see if I can better customise its navigation.
I hope I didn’t sound like a fanboy, I’ll happily admit Blender has a lot of downfalls, but the industry needs to start finding a better reason not to use it now that it’s grown so much. I know a lot of people who’ve made the switch from Autodesk (Maya in particular) to Blender and say they wouldn’t go back. It really is quick to model with as well.
Sorry for the essay, but I thought I may as well make one big detailed post than explain myself in several more.