Thanks.
For migrating the model into NWN I use Blender with the NeverBlender plugin. But I do not usually use Blender to generate geometry or UV map or much of anything because the UI has a very steep learning curve and I don't have the patience for that yet.
For polygonal modeling, UV mapping, procedural textures (which I did not use for this model), rendering, and rigging and animating (which I have not yet done for NWN) I primarily use Cheetah3D which is an OS X only app that costs about $70 and puts 3DS max to shame. The only problem is that apple for the past 5 or more years (maybe 10 years) hasn't been able to develop a decent OS so when my ancient mac laptop dies again I'll sadly stop using this amazing application, and learn blender and simply be a linux only guy.
For the textures I have used GIMP, Photoshop CS 2, and Pixelmator (an OS X commercial extension of GIMP that cost me about $25 back in the day). Mostly I use that old copy of CS 2 which I run in Wine on the Ubuntu box, or have a copy of on my temporarily resurrected mac laptop. And these textures were painted from references I download from the internet (mostly all i did was made them tile and cleaned them up so that they don't look like photographs).
I've also used in the past Sketchup, Bryce3D for its heightmap terrain generator and sky box generator (both of those are very fun to play with and exportable for use elsewhere), and I had a few unusual apps that used for awhile when they were opensource (terragen for example) for various purposes. But most of these tools have been collecting dust since I stopped making games with Unity some years back.
And at all that… I'm taking a break from art again for a bit. I've got some ideas for quests that I want to implement and am reminding myself how to code now. Lots of fun.