In this tutorial i will explain a very fast and effective way of texturing complex models with UV maps. I will not be using the PSD files for this. Just a plain jpeg which I have downloaded from the net.
1. Create a simple box with 4 edge loops which will act as the reference to place the windows texture.
2. Next we will go to the Hypershade option in Windows > Rendering Editor > Hypershade and create a simple lamber with the name building.
3. There I have created a lambert and then renamed it to building and double clicked on it to get the attribute editor at the right side.
4. I click the checker box to get the widow from where I will load a jpeg file for texturing the building.
5. By going to the file option I now load the jpeg file which i will be using as the texture for the whole building. i have downloaded the texture from some site which i don't remember now. But make it a habbit to save such textures. You never know which you will be needing when. (you can get in google images) 
6. When you do that in the attribute editor you will get something like this 
now you can just look for the file by browser and select the file. Once you do that, you can see that the material building will show the texture in the sphere and that means everything is ok. Now select the box and apply the material by right click and then "Assign Material to Selected".

7. Once you have done that, go to Windows > UV Texture Editor to see the UV of the building. This one will be very simple as we just have a box with few loops. So, dealing with it will be very easy. More complex mesh means the more you have to sweat to get the UV flowing.

8. From here the work is very simple, just select the face of the box in the view port, corresponding UV will be selected in the UV Texture Editor. Use move tool and scale tool to set them properly on the texture. See the images below
- Select the move tool and then you can use the R on the keyboard for the scale tool. 
- select the faces of the box in the viewport and it will reflect in the UV Texture Editor. 
** One thing which i do at first is scale down the whole thing and place it at a patter in the image which can be used for the whole building. It gives you a better idea when you are working in small parts. ** 
Then just place the faces on the desired place in the texture and you will get the desired result. See the image, I have place the faces for the windows on the windows part of the main texture. Remember that overlapping will not create any problem so you can place one face over another if you want to have similar texture on more than one part of the object like the walls in this case.
Here is the final result

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