This will be too hard to explain without pictures. Take a look at the texturing turtorials on this site or do a google search for "UV mapping, Maya" and you should get some good tutorial hits.
The problem stems from the way the object is UV mapped. If you played in the UV editor/persp panel layout you should see how the vertices and UVs corralate. Example, select a vertice at the corner of the face where the texture is stretching. Notice which vertex in the UV editor becomes highlighted. Now select a different vertex along the offending face and see which vertex in the UV editors becomes highlighted. You'll probably find that you have uv/vertices on top/or nearly on top of each other in the UV editor, which means that the pixels in that area area stretched across the resulting face.
Another method (also with the UV/persp layout) is to select the offending face in the perspective window window and look for the now highlighted edges in the UV editor (default color will be orangish - if that's a word). If you can't see all the edges that bound the face in the UV editor then you'll need to move some UVs around until you can.
One last tip (yes, again in the UV/persp layout). Switch the perspective panel to texture shaded view (6) and just experiment with moving UVs around in the UV editor to see how they affect the placement of the texture. Pretty soon it'll "click" how they relate to each other.
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Last edited by mhcannon; 17-01-2005 at 08:13 PM.