There are a few things you need to take into account first.
Firstly, you need to decide on whether you are going to be using next gen maps, i.e. specular, normal etc. or whether you will be using just a diffuse texture which means you will render lighting straight onto that. If so i recommend learning your way around the dodge/burn tools to render your own lighting onto the texture. however if you plan to have a specular map, you do not need to do this. A useful tool to make your textures more detailed is the render to texture tool in 3ds max, if you do not have this, i highly recommend
xnormal. What this lets you do is take a high resolution version of your mesh, with extra details, and bake the shadows onto the low resolution, this is handy for lighting, but also for small details such as bolts, plates, without going too high on the poly count.