If you're talkniog bout those textures that you see all broken up, this is how to do it in max:
Place an unwrap uvw modifier on your editable mesh.
under unwrap click the + and click select face
then click the button labeled EDIT
You'll get a screen with a wireframe looking model. Simply click on the faces of your model in the perspective viewport and thwhen you have a good side(Try to capture by the front left top...etx) clcick planar map under the edit button (it's further down the list on the uvw unwrap modifier panel. (NOT THW UV DATA SCREEN)
Now, let me backtrack. go on the web and get the free plugun TEXPORTER
after you dl ity into plugins simply do your uv mapping make sure that after you planar map each piece it fits snuggly in the bounding box around the grid in the uv field. then goto helpers (last button can't remember if its helpers or not)

then click sets and add texporter from the list. click texporter and click PICK OBJECT. click on your editable mesh and you will get a bitmap version of your uv data, just save as pic.fileformat or whatever and load into a paint program (I prefer photoshop because there's a neat trick to getting your textures perfect!) then after you make your texture go back to max and simply apply it. DB will understand the UV data and your model looks great. Since learning how to do this my models have really gained a pro look to them.
if you want to know more email me at Enchantisoft_Studios@hotmail.com
cya
Wayne