Check out this similar question (link) it might be more of what you are looking for, if not please continue reading :)
Before doing any texturing, I always look at the models UVs (pronounced U-VEEZ). They are coordinates on a 2D plan that map how a texture image is displayed on a 3D mesh. They can be rearranges, scaled, rotated,cut, sewn together just like like the mesh, but only in a 2D plan. In maya, it looks like this, will be using Captain Falcon for this example:
From there, when the mesh or any of its pieces are selected…
…they correspond to a location in the UV editor.
How the UVs are arranged is entirely dependent on who modeled it: arranging UVs is like doing a puzzle with the exception that all the pieces need to make sense to you (or whoever else is texturing). I typically put a models head and face UVs secions in the upper right, bodies on the left, feet on the bottom, etc.It all depends on the complexity of the model, if pieces can mirrored or not. All factors to consider when modeling.
As long as you (or whoever else is doing the texturing) are able to tell what is where, there is no *wrong* way to UV. That goes without saying, you want to make the best use of space in the UV editor, try not to have large gaps of nothing.
But before I actually do any texturing, I make sure the UVs are laid out properly. A good way to tell is by using a checked texture, Like this one:
v Feel free to use one and all! v
^ Feel free to use one and all! ^
If the squares are not deformed or stretched when applied to the mesh, then the UVs are good, if not, simply move UV points, sew edges, split edges, scale, rotate, etc as needed. It can be time consuming, it can be tedious, but worth the effort to get a good texture.
See any distortion?
Yes, some of the squares and number “3” are stretched beneath his armpit, that mean said texture would also be deformed if I textured without accounting for it. But since that particular area did not have much detail or focus, I left it as is, and said distortion is hardly noticeable with the final texture applied.
Was bit wordier than I intended, hope that helps :)
P.S. I must confess: doing UVs is my ABSOLUTE favorite part of 3D modeling. I cannot stress enough how much I love arranging pieces into nice organized works of art ready to be textured OvO