I started to UV map my weapon it's a challenge, but this was because I did an automatic map and this was the wrong map to use for this model as there are many parts of this model that significantly made this hard, then with Dave Chipp's assistance and very helpful advice, I started my UV map again with the recommended maps to map out the parts of the model.
I first did a cylindrical map of the handle and adjusted the UVs to match the faces on the geometry of the handle. The bottom of the handle is flat so I did a planar map on the bottom from the Y axis and the UV map of this was in the right proportion as the geometry so I didn't need to manipulate the UVs.
I applied 2 more cylindrical maps on the head of the mallet and did a planar map on the end of the sledgehammer part as it was flat. When I combined both the the bottom and the handle and tidied the UVs up.
Once I had all the parts I needed I started putting them together into one UV map and making sure the UVs didn't tangle up as this will cause texture stretching which won't look very appealing in a game engine. I seeked assistance from Dave Chipp because I was a little rusty on the different types of UV mapping, not realising the importance of cylindrical and planar maps. I realised that an automatic map is only for single polygon primitives and not for full scale models.
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