My maps does not look like what I expect them to. I don't understand how Blender knows what part of the mesh should have it's own separate map in the UV editor and which should be a part of another map? Does the order in which the edges are selected and the seams made matter? Why does Blender want to rotate the map of one side of the wall?
I've been playing around with the exercise from the tutorial given above and while I understand the way the box has to be cut up with seams to get this box template UV map, I don't really get how Blender translates the 3D rotation of the seams around the object to the 2D plan in UV editor. I've made this example where I made the seams exactly the same way on each side of the box around the Z axis. The UV map also rotates but I can't see the logic to it so I could predict how it will be rotated when except when the X axis is pointing right, Y away from me and Z up. For example why is the UV map rotated up when the Y points to the right and Z towards me? And even more surprising when the Y is pointing down the UV map has the same orientation as when it's pointing towards me. Simple stuff but so hard..