The label function of KeyShot is something which is a really nice and friendly way to apply textures. I’m not sure what the exact functions are in Blender and you might have a nice plugin which acts like the same.
For complex textures you often need an UV-map and that’s the trickiest part for a lot of people. Needs some time to get handy with those.
For me personally I like to model in MODO (and prepare UV-maps if needed), than I go to Substance Painter to create the textures for the model and for the render I import the model + textures in KeyShot. So I don’t already apply textures in my modeller, faster/easier in KeyShot.
It’s really common to have a certain pipeline that fits your situation best so it’s worth it to invest some time to see what works for you and that will save you a lot of time later.
If you work with CAD models in SolidWorks I can imagine you just use the KeyShot plugin for SolidWorks and that works pretty well I think. But if your renders need some surroundings/props around them it can be smart to use some kind of polygon modeller like Blender to actually prepare the scene.
While you can collect all kinds of external models in KeyShot from different sources I personally think it’s a bit slow to move all things in the right place. That’s mainly because KeyShot is a renderer and the viewport renders always.
In the end it’s personal preferences. KeyShot is the most friendly renderer you will find I think. It doesn’t mean KeyShot is also the best option for other things you need to get done before a renderer.
So it can be interesting to look online what kind of pipelines get with certain kind of companies/renderjobs etc. like the game industry uses completely different software than a company that does video fx renders. And their pipelines can be pretty long but a good/smart 3d pipeline can save you a lot of time if things need to get changed later on or a client wants something a bit different.
I’m mainly doing hobby things and I especially try/test a lot so my sources of models can be very different. But if I create something from scratch I’ll try to be as flexible as possible. I could for example use 3D Paint in KeyShot instead of using Substance Painter but I know that if something needs to get changed in the model I will lose the paint in KeyShot. This way I always try to think ahead and try to use the route/pipeline that I see as best fit.
And if you want scenes to also be fit for animation later on it can be smart to have the cable at the right place in a 3D modeller which can animate a cable/curve. Most modellers which are polygon based and do animation well have to tesselate the CAD model if you import it. And that makes it important you keep an eye on the number of polygons etc so the modeller tool keeps working smooth.
All might sound a bit confusing but there’s no single nice solution for rendering in general. It’s trial and error and see what works for you and the kind of renders you like to create. Maybe you can post a rendered image so people can tell how they would combine different things in what software.