Part Two of a practical example of UV Mapping in Cinema 4D. This part features UV Mapping of the tube that was built in part 1 of this 3 part tutorial. I go through how I would unwrap the object and in doing so we are faced with a real world example of where the UV tools are not quite up to the job in Cinema 4D. However it's nothing we can't fix with a bit of manual manipulation. I also start to rough in the textures with Bodypaint to give us an idea of logo placement, using Google and the web to search for artwork.
Part One of a practical example of UV Mapping in Cinema 4D. This part is about modelling a tapered tube to be UV mapped and goes into modelling techniques and using reference from the web. It also has an introduction that shows how careful analysis of your object to be modelled is useful in defining how you are going to build it and where the UV seams might be best placed. This part does not go into the UV mapping so if that's what you are more interested in then skip to Part Two. It does however feature some modelling tips and shows off a very useful plugin called Nitro Falloff.
Here's a short video explaining the importance of equalising UV islands when laying out UV's. C4D does this but it doesn't have the best packing algorithms. Some manual work is required to refine UV maps and make the best use of your texture maps.