That looks pretty cool.
It looks like you have read the tutorial on texturing in milkshape. I used this for several of my models. One thing that I found that really helps is to select the faces that will have the same texture and regroup them into a seperate group. A group does not just have to be a whole object but can be a just group of faces. The easiest way to do this is to select the faces you dont want by vertex and hide them (Ctrl+H). Then you select whats left over and regroup them. What I did was break up all the faces into several groups then used one texture that had different colored squares and assigned it to all the groups.
This is the texture I used for all my first models
You can see all the different parts of that texture on this ship.
I regrouped everything back together and took this screenshot. You can see how the faces just lay on the color I want them to be. It's ok if they overlap.
This is fairly easy to do but uses the geometry of the ship to create detail. This can lead too very high poly count models if you want them to look cool. I prefer to skin now because it would allow me to create the panels on the wings even if they were a flat plane. Right now this model actually has recessed panels on the wings wings which add many unecessary faces. When you actually think about it, overall it takes less time to skin because you spend half the time making the model in the first place. It don't take any longer to map the UV's in UVmapper than it does in milkshape. The most time consuming part is painting it in Photoshop but that's only if you are going for a lot of detail. You can do it very quickly if you are shooting for pretty much solid colors.
Argh's tutorial on skinning covers how to do all of this. I pretty much follow it to the letter except that I use 3dsmax to create the model but import it into Milkshape for the grouping before using the UVmapper. It's just easier that way for me. I still use the Milkshape method of texturing but pretty much just for small adjustments on the final model.
Edited by - jsncalif11 on 11/6/2005 3:50:30 PM