Hey thank you for your quick answer ! i recently took a couple of hours going through the advanced skeleton's manual page and i tested it on some digital tutors character i have , the rig only took minutes to create and it works great , i need more work around and some more trials , but it's great .
Ideally before, not not essential. If you do it after, you have to deal with the basic issue that Maya will apply your uv's after the skinning, so if you're doing things like uv projections, it will only be valid on the frame you apply them. Once the character starts moving, the uv's will move too.
A few ways around this:
-Look at the construction history for your character, make sure your uv edits are applied before the skinning nodes (in the options, making sure its 'front of chain'. Not all nodes will allow this)
-UV on a duplicate of the character mesh, and use transfer tools to copy those uv's onto your skinned mesh. Again, make sure the transfer node applies itself as front-of-chain
-Go the other way, and apply the motion of the skinned mesh onto your textured object, either with a blendshape, or with a mesh cache. Again, order of nodes is important.
That's why ideally doing texturing first is easier, but it's rarely possible to cleanly do this in practice. :)
-matt
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