Yes, a convex hull is the tightest bounding shape. Think of it like shrink-wrap around an object.
For complex shapes the convex hull can still be an extremely complex object when used in physics, potentially with hundreds or even thousands of faces or even more, although game objects rarely use that many vertices. There are convex hull generation algorithms that use a smaller number of objects by combining faces that are facing in nearly the same direction.
For how to build them, I believe you can use btConvexHullShape in Bullet to create the shape for you automatically.
For doing it offline, yes, it is quite common for game modelers to create physics objects in addition to the graphical model. Usually the collision shape is much simpler than the visual shape.