He needs a model to be UV mapped, and a texture to be made for it.
Basically every vertice in a model has a 2D UV map coordinate which tells the renderer what part of the texture to use. The texture is then displayed over the polygon depending on the UV map of the 3 vertices in each polygon.
UV map templates are invaluable, you'd setup your UV map in Lithunwrap or something, then make a 512x512 UV map image, which is like a wireframe template - then you use that as a layer when making your actual texture. Once you have your UV map as a light layer in your art package, drawing the texture is a lot easier and you can make neat little edge defects and stuff like that. I'd suggest looking at some of the Quake3 models UV maps for texturing inspiration.
Van-B

It's c**p being the only coder in the village.