*selfquote*
If you want to try creating models by yourself you can try some of the various (free) modeling packages:
www.anim8or.com www.wings3d.com www.openfx.org IMO anim8or is the easiest at the beginning.
For UV-Mapping you can use the build-in uvmapping capabilities of those packages (wings recommended) or you can use an external uvmapping programm:
www.uvmapper.com (classic version free - pro ~50$)
And *phew* for texturing you'll need a paint programm. If you don't already have something like photoshop try that one (free):
www.gimp.org For specific modelling/uvmapping/texturing(skinning) quesions:
www.cgtalk.comuvmapping with wings (from someone at cgtalk):
There are a couple of ways to texture your models...
1:Select your model in body mode,and select uv mapping from the bottom of the rclick menu.
A new window should open up showing the model you had selected.
It's a bit overkill to go into everything you can do with it here,
but basically this is where you unwrap your model inside wings.
Try rightclicking in the new window and select segment by,
and select either projection or feature detection.
You will see the model gets a whole buncha different colours.
These are your UV charts.
Then rightclick again and choose continue,
and either unfolding or projection.
Now you should see an image of your uv layout.
Rightclick again and choose create texture,and select rez of the texture and things.
now close the AutoUV window.
You should now be able to see drawn edges over the edges of your model.
Open an outliner window(Window-->Outliner),
and you should see a texture loaded called diffuse.
Rightclick on diffuse,and choose export.
Save it somewhere you'll find it later,
open it in a painting app (I use the Gimp),
create a new layer and set the opacity so you can see the lines on the background layer through it.
Then paint your texture
Now,after saving the painted texture,go back into Wings.
Go to File-->Import Image.
Choose your model in body mode again,and hit uv mapping.
Choose to edit UV coordinates.
Select the imported image in the outliner,
and drag and drop it on the AutoUV window.
Close AutoUV window...you should now see the texture in the viewport.