Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.
By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Flatten mapping, default value will be on 45, can try changing it to a higher number such as 60, 65, 70, 80 etc
You may have to flip the unwrapped texture horizontally and vertically, play about with the scale, layout etc
flatten mapping is a very detailed mesh of all the sides of the objects. Normal mapping is like a snapshot, from different angles, from left side from top side etc., it's a very basic explanation sorry, the unfold mapping not quite understood the concept.
If you have a new version of Max, try out Pelt mapping. This is mainly used for characters (pilots) where they are quite rounded and sophisticated shapes.
what type of models are you making? It determines the best uvmapping strategy.

Hi Lionheart
iv got the 2013 and 2009 versioni dont see pelt mapping in 2013 though
There's not much to UV maps in the way you puzzle together your UV shells. Really try all the tools AD bought into 3ds and see which returns you the best result (When you apply a checker map material to your mesh, the checkers should be perfectly square and of an even size across the whole mesh). The various tools Autodesk offers in the UV editor's Map Parameter flyout menu should be taken with a grain of salt though, they really only yield usable results with the most simple geometry and even then might mess with texel ratio. Lately and for technical low-poly stuff, most of the times I find myself just flattening everything with an angle threshold of 0.0 and then stitch together what needs to be connected (Select edge in the UV editor, right-click, Stitch). It's not exactly time-efficient but guarantees an even texel density across the map.
Pelt mapping is not the prime solution for 'technical' meshes as it tends to produce significant distortion within the pelted UV shell, ie uneven texel density across the shell and even skewed texels. And that's something you want to avoid at all cost as not only will the distortion make it more cumbersome to work with that UV map in Photoshop/Gimp later on, it's also a known source of mipmapping issues.
When you open 'Unwrap UVW', you'll see a round brown icon under Peel, one of four different round icons. This will bring up the Pelt control panel and Pelting window.
I use so many different versions of Plannar technology for all the various things that I make, from AC vents to wrap around panel edges to pilots body parts to cabin interior struts. Sometimes a plane ole flat Plannar works, sometimes a cylinder, sometimes a Flatten, sometimes a Pelt... Just depends on the parts.![]()

Hi Lionheart i am one of those people that use the plannar technologys and sometimes it can be a little frustrating and limites you when it comes to advanced featues such as texture backing shadow backing as i would like to learn all the diffrent techniques in 3ds max mapping so i can take my scenerys up to the next level by using shadow backing etc![]()
Stew, for a hangar you won't get ideal results from trying to use "flatten" tools. They are most helpful for more organic shapes. Your best approach would be to use the planar map tool within the uvunwrap tool. There's a pretty cool set of uvunwrap videos on youtube, just uploaded, that will help you. It shows best uses for mapping a building, a car, and an organic shape. Find the 3dsmax channel. This is the first of 10 short tutorial videos...well worth your time.
http://www.youtube.com/watch?v=oYW0y8y2hk0

I should also mention. For cubed items, you can apply a UVW Map, use Cube plannar, make the cube Plannar is perfectly square by putting in a input for each X,Y,Z amount, like 22, 22, 22, etc. Make sure your objects scale was cleared, collapse, then apply the UVW Unwrap, go in and adjust sides, rotating and scaling them around and create a texture template. Hop over to Photoshop, bring in the template, create your base colors and material, save, then hop back to Max, create the FSX material, apply it to the object, and Voila. Almost instantly mapped. Then generate a AO map, apply that to your layers in the base texture, done.
Awesome workflow, especially with rectangles.

Once the map is made, then .. rather than create a template in uvunwrap, one simply coordinates the uv assignments per object side using the simple planar map tool.
The workflow should support the goal, while making best use of resources.
when I map a fuselage or something with equal sides