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 this. We will need to grab each of our mirrored UV islands and use our Mirror UV button to flip them back the right way.
As we do this we will find that there are a few UVs that once flipped, should be welded together for continuity. Let's go ahead and address these as we find them in this step.
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...
Now that our UVs are finalized and our material applied, we will pack them in a way that will make texturing easy while moving some UVs that don't need specific placement out of the way.
During this step, we will check for the consistency of scale across our UVs and address this where we see fi...
Finally, the UVs are filled with color and completed by baking in all the UV work done to date. The careful work in this stage will ensure the easy application of materials and textures.