You'd use something like Lithunwrap, which will let you load your model (.3DS is a good export/import format) then UV map it onto the texture. You should read some tutorials as UV mapping is something of a black art, there's a few techniques that have to be learned.
The idea is that each vertice in your model also has a 2D texture location known as it's UV coordinate, this is an X and Y location on your texture, so you'd position these UV coordinates on your texture and that part is replicated on the polygon. With Lithunwrap it's a case of selecting the object, vertices, or polygons and then selecting a mapping mode, like cylinder mapping - then you'll have the UV coordinates unfolded and ready for scaling and positioning on the texture. Saving as .X should let you load the models in DB.
Opening the models supplied with DB should give you some valuable tips.
Van-B
Put away, those fiery biscuits!