Well there are alot of options there.. but firstly I'll say that as far as I know.. nobody is using nurbs for characters at least not for the finally rigged model. The best work flow in most cases is polygons and then either convert that to sub-d's or let the renderer do it for you which saves alot of memory and time.
If your model is one big seamless creature then you can do what is called pelting. There are scripts for this. Basically what this does is layout out the UV's so that it looks like a skinned animal hide and then you can paint on it via any method you choose.
If your character has obvious sections like a robot or a clothed character then you could make a texture for each piece as you see fit. Although games character tend to use one mapped texture for all pieces wether it is seamless or not.
You can use procedural textures but that'll only get you so far. However if that's all you need then you don't need to make UV maps because you can create a texture reference object of you character and then the texture will stick to the rigged character.
Essentially UV maps refer to a 2d coordinate space. They could have called it an XY map but they didn't .. as far as I know the U & V are arbitrary and mean nothing specifically.
Best way I can think of to explain how to use them is to think of dressmaker patterns.. google dressmaker pattern. They section out the surfaces so that they lay flat.. well just image those section laid out on a large square and then you are looking at a UV map.