It is important to understand the adaptability of UV maps and textures to 3d objects when you built your UV map.
It comes from a particularity, but logical, of UV coordinates of each vertex, in a 3D object, which are set in percent (0 to 1) on the UV-map.
In other words, when the UV map is done and finalized, the coordinates of each vertex of the UV map are independent of the real position (X, Y, Z) on the 3D object in your modeller. You can rotate move etc this vertex on the 3d object, or rotate or move etc.. the whole 3d object in the modeller. Don't forget that one vertex of the 3d object in the the modeller can be duplicated in your UV map for each unfolded outline which it belongs and the applied textures are extended or stretched to match with each vertex of your 3D object in the modeller.
In another way, textures maps in pixels are also independent of UV coordinates and it will be worthy to use big texture maps in pixels when you prototype your object in order to get precise textures. When your object, or your "under-object, is finalized, it is up to you to reduce and define what resolution you will use. Just change the size of the map to match to what will be acceptable for your objects. Tests will show you how much you must reduce your texture. Textures can be reduced to 128 x128 pixels. Do not hesitate!
Obviously you must change texture map from bmp to dds, or tga in order to minimize much more the size of your map.
In a different way, you can also duplicate and change the colours or markings of each texture map of the same object to obtain easily a great variety of the same object. But don't forget to collect and gather all your textures in one or several folders which must belong to the scenery folder and bind them to the appropriate cx files.
If you want to use different kind of the same generic wheel, create a new texture from the generic texture, merge again and copy the generic wheel, and bind in your modeller the new texture to the appropriate wheel.
The possibility to merge and copy "under-objects" or generic objects in a 3d object in the modeller, the independence between UV map, texture map and the 3d object etc show you the great flexibility to built adapted and structured 3d objects for Condor.
The use of these little advices will be worthy for your scenery in terms of:
- Time of loading of the scenery
- Time of loading of dds tiles during the task
At last if you want to improve your skill with Wings 3D about the manner to tailor very good and clean UV maps, have a look to these videos.https://www.youtube.com/watch?v=wrV_YFnOGzU
Have fun to built new 3d objects!