There might be better techniques now ... But duplicating the object, giving the duplicate some more volume using the 'push' modifer and giving it that one material still works :
I usually just do the duplicate + push with wire material method (for lowpoly anyway) but that one Vig linked to seems pretty good too, although it will have the result that larger faces get a "thicker" wire effect.
They both kind of have their place depending on what point in the project you are.
The box gradient material works nicely while making changes to geometry before it has UV's. Since it doesn't require you to "clone/push/assign wire" each time you make a change. I guess you could easily script the "clone/push/assign wire" but having a material assigned seems to be less of a fuss.
But once UV's have been created, the box gradient material becomes a bit of a nightmare to work with because it requires your UV's be set to box.
I think its worth having the box gradient material in the default max material library.
Vig: Why not just have a UVW Map modifier sitting on top of your stack with the UV channel on 99 or something, then it doesn't matter what other modelling/UV changes you make below it.
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Good luck for the final rush!
http://www.jeffpatton.net/Tips/Wire-gradient.jpg
seems like the easiest way to do it.
The box gradient material works nicely while making changes to geometry before it has UV's. Since it doesn't require you to "clone/push/assign wire" each time you make a change. I guess you could easily script the "clone/push/assign wire" but having a material assigned seems to be less of a fuss.
But once UV's have been created, the box gradient material becomes a bit of a nightmare to work with because it requires your UV's be set to box.
I think its worth having the box gradient material in the default max material library.
http://www.itoosoft.com/english/menu.php?id=coloredge