no, don't know any tutorials, but heres what I do:
select your object, goto editpoly>texture>automap.
open the UV editor, now you'll have a whole lot of little pieces that you'll want to make bigger pieces out of. so select edges of pieces you want stuck together and use the move and sew tool. nows a good time to change the texture temporarily on your object, make a lambert with a checker for color, textured "normally". Use this to see where the uv distortions are on the surface. now back in the UV editor, use the relax uv's to try to get some of the distortions out. you want the checkers on your grid to be all about the same size squares, and also looking like squares, and not some other weird distorted shape. when using the relax uv's tool make sure that in it's options it's edge weight is set to world space. after relaxing as much as you can, now start moving the uv's around by hand (select uv's, use move tool in uv editor) to try to get all the other distortions out. be looking how this affects your object in perspective view. after thats all done, shove all your uv map peices into the upper right quadrant in the uv editor and make it so nothing is overlapping and things that you want to have more detail in them are scaled bigger. now once you're happy you can create a new shader for it and get rid of the checker shader. thats the process I usually use, hope it works for you.
good luck!