two easy methods.
1. make each part a different limb and texture each limb individually.
e.g.
`set up computer
sync on
sync rate 60
set ambient light 100
`create textures
for x=1 to 6
create bitmap x,64,64
if x=1 then ink rgb(255,0,0),0
if x=2 then ink rgb(0,255,0),0
if x=3 then ink rgb(0,0,255),0
if x=4 then ink rgb(255,255,0),0
if x=5 then ink rgb(0,255,255),0
if x=6 then ink rgb(255,0,255),0
for i=0 to 64
for ii=0 to 64
dot i,ii
next ii
next i
get image x,0,0,64,64
delete bitmap x
next x
`make original object
make object plain 1,10,10
texture object 1,1
`make the mesh for thelimbs
make mesh from object 1,1
`add and adjust the limbs to form a cube with different sides
add limb 1,1,1
rotate limb 1,1,0,90,0
offset limb 1,1,5,0,5
texture limb 1,1,2
add limb 1,2,1
rotate limb 1,2,0,270,0
offset limb 1,2,-5,0,5
texture limb 1,2,3
add limb 1,3,1
offset limb 1,3,0,0,10
texture limb 1,3,4
add limb 1,4,1
rotate limb 1,4,270,0,0
offset limb 1,4,0,5,5
texture limb 1,4,5
add limb 1,5,1
rotate limb 1,5,90,0,0
offset limb 1,5,0,-5,5
texture limb 1,5,6
`main loop
do
control camera using arrowkeys 0,2,1
yrotate object 1,wrapvalue(object angle y(1)+1)
xrotate object 1,wrapvalue(object angle x(1)+1)
sync
loop
2. make the model in a modelling program, such as 3D canvas, texture it in that and then import it into DB as a .X object.
see this thread for more info.
Part of solving the problem is actually noticing that the problem is there in the first place