Please could someone show me an example of a donut shaped mesh unwrapped, I don't know what the best way to this is without getting seams or stretching.
Another advantage to Vrav's 2nd example is it can tile on both U and V. Very handy. A cool trick someone showed me... you can bake a 3D procedural texture into a perfectly-tiling texture by simply using render-to-texture with a torus.
In max you make a Torus Primitive, check on "generate mapping coordinates" It will give you Vrav's bottom example. If you forget, you can also use quick peel and then use straighten selection to square everything off again, very quick and easy (max2012). Its a little more manual in <2011 you have to click a vertical edge,…