We are doing this a little backward as normally we would add in holding edges then unwrap our model. The reason for this is that the model is fairly thin, and if we add in holding edges earlier on it will make unwrapping that much more challenging due to the close proximity of the edges.
When using loop cut we need to be precise with our use of the tool. If we add in a loop then move it, it will have detrimental effects on our UVs and stretch them. An alternative is using a bevel and that will be used a few times in this process also.
Now that we have loops/holding edges added in we can merge our symmetry objects down. Let's duplicate all of our pieces so we have a backup, then use "C" on the keyboard to collapse the Symmetry object down and rename our copied parts.
Switching back to the UV layout. Now that we have merged our Symmetry objects we have overlapping UVs that are backward on half of our model. We can see this by going to Texture->UV Map in our unwrap window.
What has happened is that our UVs are mirrored due to Symmetry and we need to fix thi...
When packing UVs sometimes you want the ability to control a texture on your model by hand so you can see the scale of all of your UV islands in relation to each other if you have many UV islands populating the 0,1 space.
Creation of a simple standard C4D material with the supplied UV texture so...