Quote: "By the way has every member got their own 'licensed' copy of 3ds Max AND Maya just for this making models for this game?"
Everybody knows Maya models shinier boxes than any other 3d program out there, the edges are so much straighter and the corners are so much cornier.
The pipeline for getting your box into FPSC requires other programs though so be prepared for extra expenditure.
Export your box from Maya and import it to 3dsMax, after export from Max you then need to import to Poser via Daz Studio, export from Poser and import to Truespace, export from Truespace then take it into Blender, export from Blender and import to Deep Exploration, you then need to export from DP so you can import the box into Milkshape, export from Milkshape as .x....simple...your done.
Its a known fact that all the nice folks from the Autodesk forums regularly drop into the FPSC models and media board to ask how to uv map their boxes as we is the only people who know how to do it.
Until it is established that all modelers in the credits for The Most Awesome Game Ever Made in the World has a cousin who works at Autodesk I think we should continue to use stock FPSC boxes.