um... well, sorry but that wasn't the best tut i've ever read, as it doesn't demonstrate how to do anything particularly useful.
you don't need to detach the faces, you can just select them using the poly sub object level (in max) and then apply the UVW Map tool.
or, if you're dealing with a primative cube, all the sides should have a different material ID, so you could just apply cube mapping to the object, then in the UVW Unwrapper, you can select to see different Mat IDs
If you're going to do a tutorial about Unwrapping, you need a complex model, and you need to at least mention making a checkboard texture, explain distortion, welding ajacent verts, and when to use either planar or cylindrical mapping (the others are mostly useless for game modelling).
here's a practical tutorial
http://merlin.zsnes.com/tutorials/mapping/index.html
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