hi everybody.
this is my first posting in this forum. i am sitting in a 3D class right now and i am working on my first project. the project is nearly done, and not much time is left, so this topic is more something for future projects.
the question is about unwrapping a tree. i have attached a picture of the tree so that you can get an impression of the topology and what the whole tree looks like.
the basemesh is a hexagon. this way it was the easiest to weld the limbs of the tree to the trunk and vise versa. so the whole tree is a hexagon shaped model, before smoothing and champfering the edges, where needed.
the task of this threat is mainly, to find the best, or a very good solution of an unwrap workflow, so that i or even others who read this threat, might have a good clue how to approach such topic like a detailed tree.
why are these uv maps needed?
for texturing :-).
cause in mudbox you need uv maps for an object for example. it is easier and for me it works best to make the uv maps before exporting to mudbox, although you can make own uv maps in mudbox too, but with less control i think.
i would be happy to get a good threat started here, cause a nice detailed tree can be a very difficult task 
just as a reminder for beginners. when you want to put leafs on the trees, be careful with the setup, cause i maxed out the system here in class, by only 1/4 of the leafes, so my tree will not have all leafes for the project, cause 18000 leafes in total and the use of subsurface scattering is not handable by some computers.
hope to read some nice answers
take care
sven
edit:
here is a link where i have uploaded the picture in a better resolution.
http://farm9.staticflickr.com/8365/8510078132_8bc9d0b924_b.jpg
