I didn't like how Biturn was handling the model. If you noticed it printed red error lines in the log window at the bottom of the screen on both import and most exports. So I changed the workflow. BTW, I'm not saying there was anything wrong with Biturn, just that I got suspicious of its performance and switched to something else so I didn't have to worry about that factor.
DoW models ->
WHM to .X ->
.X to .OBJ ->
.OBJ to .3DS = GMax loads .3DS natively
For some reason I decided to be a sticker about finding a final file format that GMax would load natively and using only 100% free software, not even shareware. If you don't mind using shareware with a trial period or plopping down $50, this sort of thing becomes quite a bit easier and the results are generally better. Oh, and I'm sure there are 19 other ways and programs to achieve the same outcome.
Anyway, the steps:
1.Mudflaps WHM to X
2.Open resulting file in notepad, save
3.Take the texture, flip once vertically, re-save (use GIMP or PS to save as 32-bit if there's alpha)
-also save a copy as PNG
4.In Lithunwrap, open .X file
-Warning may appear asking if you want to rescale out of range UV's. I hit Cancel. YMMV
-You'll see the UV's, click the folder icon above them and open your flipped texture. Will look like
this-Click menu item Preview -> Show Model to make sure everything
looks as it should-Click menu item File -> Model -> Save and save as .OBJ
5. In MeshLab, load .OBJ
-Click Filters -> Texture -> Set Texture and add PNG texture name and resolution (it assumes square)
-Make sure the PNG texture is in the same folder as the .OBJ
-You won't see the texture
-Save As... to .3DS format
6.In GMax, load the .3DS model
-Drag the .TGA texture onto the model in the GMax window