Two main factors dominate the smaller issues when it comes to art creation:
1) Workflow pipeline is often heavily influenced by the development framework which is chosen. For instance, jMonkey is tailored for Blender but other options might be workable depending on the development framework. A workflow pipeline may be established by you in Blender, 3DS Max, or other comprehensive software which has all or nearly all the things that you need in it.
Once you gain software and artistic skill, then you will find more agility to adapt your own workflow pipeline, which can change to demands. I have used Wings 3D ( no cost, for raw organic 3D and sculpting tool - none better for the basic, UV mapping, and adding base texture ), Blender ( use it same as Wings 3D plus some other functions ), Deep Explorer (for file conversion and simple animations ), 3DS Max (I hate creating 3D work in it but default animations or Collada plug-in are amazing as well as shaders and bump maps ), Poser ( I am still undecided on this one ), and I haven't used Sculptris in quite a while but some people are hooked on it. Google Sketchup is okay for beginners.
As you gain experience then your workflow pipeline will change and adapt to needs, sometimes using 3-5 software and a few applications such as encoders.
2) Personal preference is a major factor! Some love a certain software and others hate it. It realistically takes a couple years to make the rounds to different things.
don't want to be rude but how old are you and ever heard of google?
here is a good tip before knowing what you want to do ,
do some research before asking a question,
that's what i also do
He asked for "the best" which no one can determine by a search engine. We know that the best is purely a matter of preference. It is hard to find objective reviews on 3D software.
A better search would have been to use the search function here at game dev, since this topic has been covered a number of times here in the last year.
Visual Arts - Forum, GameDev