Onto UV mapping something that all artists will confess hating, its really not much fun, but it needs to be done well if you want to make it look perfect. First I set the ID's for the polygons. Defining different coloured areas for each part that required a different texture. After setting ID areas I then went on to selecting them and applying the UV
mapping to one side of the body. I later then mirrored the half and flipped the UV's for the body, head, lantern, heart and trousers then merged the two halves.
Tip - After cylindrically mapping the head I had to fix its mapping. 3ds max is not
100% accurate in the way it maps and can leave broken areas that require moving
and stitching. It's a good idea to check through your UV mapping if you use texporter to create reference textures, as texporter wont pick up these flaky parts as they are outside the area.