Taking the ship files, extracting models as needed, and then either opening them in whatever modeling program you
already use or using a freebie like DeepView to get profile shots. Screenshots are not efficient for fighters and the in game lighting is downright nasty.
For big objects like bases or caps, there just "isn't" a solution. You can screen shot them, that's all.
If you're serious about making base parts, we may eventually be able to extract those too, once Shadow Z comes off exam/job break.
If you follow our facebook page, I tend to post more updates over there, but this is a extracted Warhammer, with original textures (new thrusters) :
Saturday I'll put together a little package of the extractors and one of my file / ship conversion lists, and PM it to you.
The latter is because the file name doesn't always match the ship.
ie Blade.pak is the Pegasus and Pegasus.pak is the Archangel. Scarab.pak is the claymore, mohawk is the Battleaxe. etc.
Models are extracted in OBJ format, it's not as hard as it might sound.
As to your blog, some nice beginning there. You might want to integrate p3d.in with your posts so the models are interactive.
One of our modelers did the same thing here on his blog: http://www.crosshansen.com/fringespace-work/