Populate meshes in 3dsmax already Have UVMap taken care of by default.
Please see image below, without UVMap, there is no way skin texture can even be displayed correctly on the viewport. (unless it is Ptex, in this case it didnt use Ptex)
The reason why OP failed to get Texture to Rhino is because 3dsmax Multi/SubObject Material applied to it by default in Populate function. which is not supported in Rhino. = (see image below on Slate Editor)
to solve this, I rewire the texture path to Standard Max Material(see image below). u can do this via scripting if u have thousands of meshes.
after you have done with that, export the model via OBJ and it will export nicely to Rhino with texture already applied (make sure u go to export setting and set the folder path where the texture image will be exported, and choose any format u like, Jpg, etc). dont forget to make sure “texture coordinate” box checked
this is what it looks like after I import the OBJ in Rhino =
UV also brought in nicely
so that’s the process. the main task is actually converting 3dsmax multi/subobject material to Standard Max material and u will have no problem exporting texture to Rhino.