I followed the tutorial exercise on our VLE for basic UV mapping. Using a primitive polygon cube, I exported the texture from the UV Texture Editor window into the project's images folder. From there I edited it in Photoshop by adding in a wooden crate texture. I then returned to Maya and opened the Rendering Editors -> Hypershade window. Here I created a new "lambert" shader and corresponding render node, using the crate texture as the image file. Finally I assigned the texture to the object, and voila!