ik ben hier ook niet zo'n held in. Check in ieder geval dit wat ik eens gekopieerd had:
(dit gaat vooral over UVW unwrap.) Ik vond het handig want ik vond het uvwunwrap altijd een beetje obscuur.
0) Prerequisities: download & install Texporter plugin for Max v3/v4
1) Create a box primitive in Max
2) Make sure that "Generate mapping coordinates" is marked before drawing the actual box primitive.
Note: A box primitive by default has different MaterialID's for each side of the box. When "Generate Mapping Coordinates" is marked, Max also assigns mapping coordinates.
3) Apply an UnwrapUVW modifier
(Read about this modifier in Max help file)
4) In the Modify panel, in the Parameters rollout for the UnwrapUVW modifier, press the Edit button.
5) Zoom out as far as possible.
6) Where it says "All IDs", now only select material ID "1".
7) Drag a square to select all vertices.

Move the selection outside the gray square box.
9) Select material ID "2"
Note: Because top/bottom left_side/right_side front/back of the box primitive are oriented identically, the same mapping coordinates will do. Therefore, Max assigned the exact same mapping coordinates for both Material 1&2, 3&4 and 5&6.
So selecting material ID "2" won't make a difference here (...or 4, or 6)
10) Select material ID "3"
11) Drag the selection outside the gray square to a different position as before.
12) Select material ID "5"
13) Drag ...
14) Now select "All ID's" to view the mapping coordinates (belonging to all Material IDs) at a glance.
15) Select everything + scale it down
16) Move / reposition the three parts so they fit within the gray square & close the window.
Note: You have now successfully relocated the mapping coordinates for the box primitive to fit on a single 2D image.
17) Now it is time to export the mapping coordinates to a 2D image for photoshop.
18) Go to Utilities -> More -> Texporter
19) Scroll down to the Parameters rollout.
20) Set image size to 256x256
21) Make sure "Only ID..." is not marked
22) Press "Pick Object" button
23) Select the box primitive
24) A 2D image of the mapping coordinates is shown (3 colored squares) !!
24) Play with the "Colorize by" settings + repeat
25) Save the image + edit in Photoshop
26) In Max, open up Material Editor (Press "M")
27) Select a blank material
28) Apply the bitmap image to the Diffuse slot
29) Apply the material to the box primitive.
30) Render
Tataa !!
You should end up with a nicely textured box primitive, using a single 2D image based texture.
Instead of a box primitive, you can apply this technique on any model you like. This would require assigning MatID's / UVWmap coordinates yourself.
Read about this technique here:
http://www.titaniumfrag.freeserve.co.uk/t2.htm
http://www.planetquake.com/polycount/resources/general/tutindex.shtml
http://home.wanadoo.nl/r.j.o/skyraider/tut_texturemapping.htm
http://freekshow.hispeed.com/tutorial1.htm
http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut2/tutorial2.html
http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut1/tutorial.html