Aight Rick, I think I see what your getting at.
First, do you have the templates? I believe Chip Midnight even redid them and filled in more of the mesh pattern.
Second, I believe th Second Life starter guide has a section about makine clothes.
Hopefully I can shed a little clarity for you here real quick.
A 3D model (avitar in SL) needs to be "textured". One way to do this is with what is called "UV mapping". Basically a model is "unwrapped" in it's 3D package to give you a 2D map. Think of the polar bear rug in the lodge

Now you can "draw" on it with a 2D package such as Photoshop. What you have now is a "texture", yes it's a 2D drawing of your shirt. Alone it does nothing but now you can apply it to the corresponding UV map and it will wrap itself to the mesh (point from 2D matching with it's 3D counterpart on the mesh).
So think of textures in two different types, 1st, which I believe you have the grasp of, would be flat and usually tileable like a wood texture or bricks that go on a nonorganic model (these are usually applied planar, cylindrical, spherical.. the like. 2nd, textures you make for organic models, like humans, that need to be uwrapped and UV mapped for you to proberly apply the texture to it. The unwrapping in 3D is something you don't need to worry about, already set up in SL.
When you upload an image, your "shirt texture" you can choose how you want to preview before you upload. Drop down and pick male upper body, something like this, and view your texture on the model, this helps you to adjust your image before spending $10 L.
Try a shirt texture on a "head" preview and you'll see what happens when the wrong template is used for the wrong UV map.
I hope this helps you out a little. There are excellent cloths designers and textures in SL, ask and someone should be able to help.
Good luck man, look forward to seeing you in some funky threads!!!!
