Which of these options is the best UV mapping? What would be a good UV mapping?

Lately, I’ve been learning about UV mapping. And honestly, there are a lot of questions about what would be a good UV mapping. But specifically, two questions, among them: “Should islands that are of the same mesh and have different textures be separated by mark seams or not? (Basically, I’m making the air intake of the audi rs5. In this case, two colors for the same model, which can be seen in the first image. The top is of one texture, while the inner grille is of another)” and, second, “Does the island that represents a model need to be readable?” (I know it’s a silly question, but I saw in a post that for a good UV we should have as few mark seams as possible. However, in the third image, if I remove the mark seam of this model, the island itself looks weird in my opinion, which can be seen in the fourth image. So, I was wondering if I’m just being annoying lol).

which-of-these-options-is-the-best-uv-mapping-what-would-be-v0-c7p3q6jl2mde1
which-of-these-options-is-the-best-uv-mapping-what-would-be-v0-8q9xsqem2mde1
which-of-these-options-is-the-best-uv-mapping-what-would-be-v0-3630jo8n2mde1

Simply put, UV is a method of applying 2D images to 3D objects.

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The reason why UV is not solved as desired, such as the corresponding image, is a modeling topology problem.

Assuming that it is not topological modeling, we either add more edges for that modeling, or if it is modeling without height, Ngon with Vertex removed provides better results.

If you only want to use a texture for this grid pattern part circled in black in the original image ( next time use red :stuck_out_tongue_winking_eye: ) properly should be viewed and unwrapped from a specific angle to get the best unwrapping for … like so :