Reduce UV space.
Arrange UVs in the layout and optimize as much as possible. Do not place large spaces between objects. The resolution of the haptics remains high and clean when it comes to reducing the UV space.
Seams are the places where you cut out your 3D model so that it can be unpacked in 2D. As a result, few seams are accessible, making it easy to texture the model.
Tests with the Checkers Map.
When you create UVs, check whether they work well or not. To test the UV mapping it is best to use the Tillable Checker Map on a 3D object. Testing on a Checker Map is very useful because it shows where exactly a correction is needed.
UV mapping for face modeling.
The following image shows a face model in Maya:
For the uv mapping of faces, follow the path Create UVs > Planar Projection and then perform projection on the Z-axis.
You will then need to apply the Checker Map Texture to the face to see the current UV layout.
This projects the face and it looks quite good from the front:
In the last step you select the edges of the surface.
To cut the UVs, go to Edit > Cut UVs in the next step. Then select Horizontal and Vertical and click Apply.