
WARNING! Technical nerdstuff in this post.
One of the things that is really tedious in 3d is the creation of a proper uv map. The best way to describe a uv map would be “If you kill a deer for instance for the pelt you skin the animal.” So you unfold the hide so to speak. The same applies for the 3d model in this case. It is like an unfolded version of the model.

This is needed to give the 3d application an atlas of what goes where. When deforming the character with joints the shaders and details will follow properly. The numbers and letters are there for a reason. It is to be able to check if al the UV islands are pointing outwards. If not you would spot it instantly because the text will be mirrored. You can also see if there is a lot of stretching or deformation going on.
I usually use c4d to unwrap, don’t ask me why, the UV tools date back to the middle ages. After the unwrapping I import the model in to Zbrush and use the UVmaster tools to properly smooth the UV’s. 9 out of 10 it will give you something decent to work with. For mechanical models I usually stay in c4d or maya.
It may seem like small or no progress but after this stage the fun with texture painting can begin.