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Open THIS FILE. Hide all faces, but bottom and wheel gaps faces. The object will look like this: Select all remained faces; choose tool Surface\Mapping\Assign UV and, holding SHIFT key down click in the view (it can be any view). Assigning in face mapping mode looks like this: Change side view to UVMapper and switch to vertices level the mapping object: Then move all three vertices of this object into black area of texture. It is bounded with red on previous image. Zoom In and make sure that all three vertices exactly inside of this rectangle area and cars' bottom is painted well: Close UVMapper! . Unhide all faces and hide selected faces (faces of bottom and wheel gaps). Hide all well-mapped faces (side, front, rear and bottom), remaining visible only roughly-mapped and unmapped faces (hood, roof, luggage-hood and some more): Using a face-mapping mode of Assign UV tool, paint these faces into light-gray square on texture and then unhide all faces: The cars' top is bore, isn't it? Now we shall paint hood that it will have a dark line that stands for gap between hood and side: ...for that purpose we shell use the area on texture: Hide all unnecessary faces, remaining visible faces of hood only. Then select the following group of faces: Reset mapping for this group with Surface\Mapping\Reset UV tool and then use Assign UV tool in top view to generate new mapping: Then rescale mapping object vertically (and a bit horizontally), that it fits into the area, like it was noticed before: Then switch this object to vertices level and move left vertices to the black line, and right vertices move into one vertical line, like it's shown on the image: ...at the same time notice, that hoods' left side got a dark line: The same way you make the dark line on the luggage-hood and on the roof: There might be some other approaches how to improve mapping of cars' top (roof, hood and luggage-hood) when we have no texture for these parts, but this will not be described here. The file is HERE. Of cause, glasses can be painted into black and there is no problem with this topic. But we shell create better mapping. For that purpose, there is a square on texture: Gray area of this square is an inner part of all glasses, while the black bound is the glasses boundary, that most of cars' glasses has. Select faces of drivers' door glass, reset mapping for that faces and then assign mapping for these faces in the side view. Then move according mapping object in UVMapper above this square: Rescale mapping object that the square fits into it: ...then move vertices that the square bound is covered with lines (or vertices lies over squares' bound). The direction is shown with red arrows. As a result you get glass painted like on the image: Absolutely the same way you map the rear doors' glass: As for front and rear glasses - they have small difference. It should be mapped the way, that one edge doesn't have a black line: ... The red arrows show where the mapping object doesn't cover black line on texture and yellow arrow shows where it takes effect. The same way you map rear window. As it was mentioned long before, there are higher detailed samples of head- and tail-lights on texture. These samples can be used for increasing level of detail. As You might expect, you should select polygons of taillight light, reset mapping and then assign mapping again, mapping it to newer texture part: The same way you reassign headlight: The result file is HERE.

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