In this chapter, we ran the gauntlet of texturing as a pipeline step in creating the game. We covered setting up the document, painting over the UVs, creating additional texture channels for use in the model's material, and how different renderers tend to take different material types. It takes some time to get used to Viewport Canvas, but hopefully you'll find traction with it. Painting with a graphics tablet makes texture creation in Viewport Canvas a great deal easier.
In the next chapter, we move on to a different stage of asset creation, which deals with reducing the complexity of sculpting models so their polygon count is not so high and their wireframe structure is clean. This is known as retopology, and in 3ds Max the Ribbon offers several powerful tools for this process.