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Now for the thigh armor.

The red part will be ID 3 and the remainder will be ID 2.

1006_tid_image28.jpeg
1006_tid_image30.gif 1006_tid_image31.gif

With the UVs corrected the result is in the viewport with smoothing.

1006_tid_image32.gif
1006_tid_image33.jpeg
The knee protection with the red ID 3 and the remainder in ID 2. For materials, a planar map for each one.

1006_tid_image34.gif 1006_tid_image35.gif

The UV adjusted and smoothed object.

Side protection with the ID 3 in red and the remainder in ID 2. There are two planar maps.

1006_tid_image36.jpeg
1006_tid_image37.gif 1006_tid_image38.gif

To the top left UVs as crude parts and on the top right after adjustments.
To the right with the part smoothed.

1006_tid_image39.gif
1006_tid_image40.gif 1006_tid_image41.jpeg

The large piece of the bust armor.
To the red faces apply ID 3 and the remainder ID 2.


1006_tid_image42.gif
Select the faces with the ID 2 (select by ID) and apply a Spherical Map. The use of such mapping seems curious but it is this type of mapping that will give us fewer final adjustments.

1006_tid_image46.jpeg
For the neck, use a Cylindrical Map.
(It is far more effective on this part).

1006_tid_image43.gif 1006_tid_image44.gif

Hide the faces with ID 2.

The left picture shows, the faces of Shoulder Protection selected. Apply a Cylindrical Map to this selection with the seam facing down.

For the decoration on the chest, apply a Planer Map.





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