I understand that it seems impossible to add to voxel based objects, using conventional 3D suites like 3DS - skins, bones, and animation. But does everyone think so? It could be that converting your voxel models to triangle polygons is the GPU friendly and typical way it's done these days. But many developers build their own voxel editors in house. Then with a voxel engine they could use ray tracing...And now rasterization of surfaces, lighting, and shadows isn't needed. Ray tracing and rasterizing are two different ways to affect surfaces, et al. You could also have a voxel based animation portion of your voxel engine. It would use algorithms based on the math of voxels.
So, what you talk about is one way to learn to model with a voxel editor-- but voxels are not (themselves) collusions of flat triangles.
What you talk about explains why there aren't college textbooks for 3D artists on voxel editors -- to most artists voxels are part of what is done 3DS/blender etc.
No wonder I keep finding mention of rendering voxels in unity (the lightweight engine for SoC based/mobile devices). It is about artists using the tools of the times.
So to develop as an artist means to model 3D objects with a voxel editor in conjunction with 3DS, etc.