The best program I ever used for easy 3d texture mapping was Sketch up. You could photograph a building fro all sides as best you could, then easily map them to each face of your object. Even if your photo was not exactly square, it could skew the images to suit really well. However, I never found a way to export this as a proper game model. A pity as no other 3D package seems quite as easy to use for this and even basic modeling.
But yes, you have to unwrap a UV for use in any games engine, and it is not pretty

The box tutorials are just to get a basic understanding of the process. Believe me, I have watched many complicated UV tuts, and find them VERY hard to follow, Blender can be confusing even for simple stuff! I think it just takes time and practice the more advanced you delve. A cube is easy to show the basics of texturing and seams, a tree is somewhat more complicated!
Making a basic UV map is easy enough. But it can take a lot more time scaling and adjusting to get more detail in the important areas. I can certainly do a tutorial on a more advanced object than a cube, but I am no expert, just an enthusiastic game maker (compelled to make games since I was about 12, before that in honesty, but had no means to do so, had to wait for the Speccy

), who tries to cover all areas as best I can!
A final tip, from one who knows from experience. Expand your UV's or you WILL have texture seam issues! By that I mean save your UV map in your 3D package, and then select it's backdrop in a paint package, invert the selection, and expand it by a few pixels. It will save you a ton of time messing around finding odd texture glitches! For some reason the standard UV maps always need to be expanded to avoid glitches, no matter what package you use. Of course, any real artists out there, can always jump in and tell me what I am doing wrong!
SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.