Oh no, I meant in a program like GMAX or 3DS max, is there something better than chilliskinner by now? Chilliskinner is great, but with high poly objects, mostly all I get is errors, and objects with their bounds set far outside the actual mesh size, full of internal errors.
As for textures, I use a combination of Gimp2 and PSP7. I do most of the work inside PSP, while I work on 4-sided edge matching (seamless textures) with Gimp. I don't like the majority of what gimp has other than that, and I am very used to doing a lot of stuff manually with PSP. I previously had photoshop, but I seem to have lost the free older version installer I had. I used that for the white-balance function which I liked. The similar function in PSP does not work the same as the PSP version I had. I also had fractal painter 4 for a while, but like the PS, I lost the installer for that. It had some interesting automatic functions, like drawing space warps and holes in your texture. While I didn't use the entire texture when I used those functions, I did cut and paste some of those FP4 images into layers of my other textures. FP4 was very mathy and processor intensive, but it had functions I didn't have with the rest of my setup.
Now I'm just down to importing hundreds of google textures and mixing 20 or so layers to produce a texture I want. I often take a non-seamless texture, put it in gimp, make it seamless in 4 directions, copy it back as a layer in PSP, and then cut out with feathering some sections I don't want to see repeated mid-texture. If needed, I then patch and noise up the middle with hard-lined other textures.