milkshape might be used here, but beware.
how many of those who use it are professional?
nothing against milshape at all, if it suits you and the purpose well, go for it.
though it always needs time to fully be creative with a foreign program.
if your school uses max (animation school using max? all others are using maya for that and it definatly is the better animation program as far as i have read [and i do read a lot, heh]) then stick with max!
i use it, too, and if i hadnt started with it, but with milkshape i wouldnt have gotten the job i have.
(also, if you are doing highpoly stuff you need to learn mudbox/zbrush, too, so that would be a third program, plus every artist [at least in my opinion] should learn maxscript (or mel for maya) for further enhancing one's workflow, that'd be four then)
also think about what your models are for.
to build up a portfolio (which one honestly needs to get into the bizz) you need to do really cool stuff.
dont get me wrong, one can make beautifull stuff in comparison to the original ingame content, but nothing you can land a job in the future with)
and last but not least:
the wc3 engine tends to have no problems with that, but i read a lot about texture calls.
sometimes its more effective to copy and paste different texture parts into one texture rather than calling x different textures but only bits of those.
its better for wc3 because you then dont need to import an extra texture (saving the scarce file limit).
Its would be better the other way around for fully fledged cg stuff though, because it then doesnt have to load that many different files