Unfortunately its one of things that is best described by
seeing someone actually do it or having some other
visual aid like in a tutorial. The one that I mentioned that
comes in 3d max is pretty good. It is difference in that
it is creating the uvw mapping from within the unwrap modifier
itself. Sometimes this is the fastest way to map out individual
or groups of faces, but if you have a really complex model, things
can get really messy. That’s why I usually do it by applying the
uvw maps at the poly level and then add the unwrap modifier to the model
when I’m done. In the end, both do exactly the same thing.
There are a few tutorials on uvw unwrapping online, but not
a lot. You may also want to check out the 3D Buzz site.
A free registration will give you access to the “Video Training”
page, which has loads of free video tutorials. Don’t know
what is covered as far as 3ds max goes, but they have a lot of
them. I’ve checked out the ones on the Unreal Editor, and
they were pretty good.
Once you get started, if you have any questions and have
the means of uploading your project files, I will do my
best to help you as much as I can.
Just to give you an idea of what things will look like, I
posted some images here:
www.ionstudios.net/uvwThe top image is a screen shot of the uvw unwrap editor
window in 3d max, with the mapping coordinates of the interior and
exterior of the truck. The wheels were done separately.
The green and white lines are what you would export out to use
in Photoshop or some other paint program. I used the exported
template to create the graphics that you see in the screen
shot.
The bottom image is the final render from within 3ds max.
BTW: this was not the most effecient use of texture space, there
are alot of unused pixels in this example. But I only had a week to
get the whole thing done (evil work deadlines

) so its not too bad.
Good Luck!