nice, but tbh your packing could be a lot better.
First of all for barrels, while you have modelled it in a cone your UV for the inside of the barrel which you currently have overlapping your barrel UV (which is very bad), I would recommend to be a panel UV of it front on, with also the barrel end on the outside of it like so:
As you said yourself, you have quite a lot of unused UV space. This can be used up by re-jigging some stuff about and also enlarging some bits into the gaps. Better to have an extra detailed bit, especially if its going to be near the players 1p or 3p view than to just waste space.
Some simple rotating and moving about of parts can open up missives amount of space on your UV. Like in the top left where you have those three ">" parts lined up like so:
>
>
>
If you just rotate the middle one 180, or flip it horizontally you can save a massive amount of space between them:
>
<
>
Same also applies to the side holder bits somewhat below them where there is massive of space around and many other parts of your UV.
The spacing between a lot of your UVs is also quite varied and I can see quite a bit of texture bleeding coming from it. I know its hard but you should try and keep an equal amount of spacing of at least around 4px for a 3p model (less if the faces next to each other are of a very similar material and can be right up next to each other, even stitched in some cases if connected on the model with the same material and especially if using the same SG. Only time you wouldn't want to in this case if your baking normals and its not on the same SG). You should read this:
https://www.realitymod.com/forum/f189-m ... eding.html
I know this can be a frustrating task but its really worth getting it right. One of the main reasons why I re-made the new paveway series of bombs was because the old paveway bomb's UVs where not efficient (as well as a few other issues) and wasn't worth making the new ones off of it as a result.
gl and keep up the good work
