I find UV mapping works well so long as we don’t consider Blender’s single threaded performance for most of the tools. (cough, cough, Epic mega grant)
For hard-surface models with clean topology, performance isn’t an issue so long as model components are separate objects.
Here’s a video showing how seamless(pun) this process can be.
Live unwrap is activated and the ‘Mark Seams’ tool is loaded into ‘Quick Favorites’. https://vimeo.com/352339676
This next video shows the ‘Pick Shortest Path’ tool that is using the ‘Tag Seams’ option and live unwrap. The model is a messy ‘Dynatopo’ sculpt and things still progress rapidly. It took about 3 minutes to get a usable unwrap.
Most of the time was spent either thinking or waiting for Blender to think. The single-threaded problem really shows in this example. (cough, cough, Epic mega grant)
My i7 6820HK @2.7Ghz can’t keep up with unwrapping ~20000 verts. I think it’s the packing algorithm that’s causing the lag. It would be nice to have the option of a weak packing algorithm to choose so we can get good response times from ‘Live Unwrap’. Then we could switch to the better algorithm once the unwrap is finished.
Here’s a helpful video made by Aidy Burrows. A couple of the shortcuts no longer work with 2.8 but the tools are the same and they’re listed in the menu. https://cgmasters.net/free-tutorials/10-essential-uv-tips-and-tricks/