It's not any easier, but the cost is the same, and I don't mean to in any way diminish the effots of those who use GMAX very successfully to still create Trainz content. That said, for someone just starting out in Content creation, I would not recommend investing the time and energy to learn GMAX, and would suggest Blender instead. The reasons for I recommend this are that GMAX is an obsolete software package which has not been supported for several years, while Blender is a "live" product undergoing further development. If you find a bug in GMAX, there is no one to fix it; if you find a bug in Blender, there is a bug reporting process, and it will eventually get fixed. Second, the range of available resources for Blender far outstrips the number of resources for GMAX. There are two courses--one at the high school level (through Central Dauphin High School in Harrisburg, PA), and one at the college level (through Tufts university) available on line which one can take for free, there are downloaded reference materials available, and a wealth of 3rd party sites providing tutorials, tips and tricks (cf.
www.blenderguru.conm,
www.blendernation.com, blendercookie.com); if similar sites are still available for GMAX, I'm not familiar with them.
This is not to say that there are not disadvantages to using Blender. The N3V establishment is hung up on 3DS Max, and in many ways, the trainz rendering and game engines are optimized for 3DS max; blender is not officially supported, and some parts of the content creation process using blender still need research and refinement.
But for making content for trainz, it is best, whatever platform you choose, to consider this in two steps. First, learn your tool. Both Blender and GMAX are powerful tools, and have lots of tips, tricks, and pitfalls that you need to know how to deal with. Mastering your tools will go a long way to mastering the process of content creation. Next, when you start content creation, start simple. A small scenery item, then a larger scenery item with more parts, and more complexity, then a more complex scenery item, than that, perhaps a parked vehicle; then a simple railcar , then perhaps a passenger car, then a locomotive.
Like learning to build tangible railroad models, there aren't many shortcuts to get a good result.
ns