Interactive Time!
Back in BodyPaint I chose the UV edit layout - it provides a nice working layout for messing with UV's.
I'm assuming many people start out with BodPaint by using the wizard function to create UV maps (I did).
Big mistake! For anything but simple objects you end up with a a mass of disconnected, sometimes overlapping, UV's that take forever to get useable.
For this model then, I have chosen to use BodyPaints' Interactive mode to sort out the UV's.
With the fuselage selected we see that the UV's look unrecognisable. This is where all those previously made selection tags come into play.
Each selection tag can select the group of polygons it's allocated to. I started with the port side of the fuselage. With the polygons highlighted (red) I switched to
Start Interactive Mapping. In the perspective viewport a texture axis tool appears which can be rotated moved and scaled to position the UV's onto the UV map. Changes in the perspective viewport update the UV map view in real time. Turn off interactive mapping and the UV's are fixed into place. Repeated this step for the remaining selection tags.
This screen grab is of the UV's being repositioned using BodyPaints' interactive mapping. Some fuselage parts have been positioned with the lower surfaces (highlighted red) of the tailplane being moved into position.
It may seem a long process but is actually quite quick to do.
With all the UV's repositioned I used a BodyPaint brush to check for paint distortion which occurs around the edges of the UV' selections using the mapping method I chose.
So, to make this less noticable I used BodyPaints'
Relax UV function which either works on all the UV's or selected ones. One click of the relax function was OK for this mesh.