Materials
The slate material editor in 3DS Max provides a quick way of applying more than basic colours. The following exercises demonstrates small but effective details that really help the quality of the model.
To create a metal effect, I first made a sphere as I feel this shows the most lighting of all the primitive shapes. When playing with the settings, I ended up with a high glossiness level to increase the spread, and a higher specular level with the graph going to the top for more intensity than spread.

To create a wood effect, I had minimal glossiness and a medium level of specular intensity so there would be a subtle shiny spot but not all over.
The exercise to apply a checker material to different types of primitives proved useful to see how a 2d image fits to different 3d shapes and surfaces. The two main issues of applying a 2d texture on without unwrapping the model are stretching as shown on the tea pot handle and different sides not lining up at the edges. For planes or texturing on the face of an object this would prove useful - it could be used for creating an 'in-scene' poster quickly.
The below image shows the result of experimenting with procedural maps. While all have the benefit of being seemless and not distorting even when change the shape of an image some seemed more immediately useful than others. With minimal tweaking I was able to generate textures for marble flooring, a smoke effect and freckled human skin (or the surface of an egg!)
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