I don't actually understand where you are going wrong. I will give you some UV Mapping tips..
1/ Make sure that the model is facing an exact rotation of one of the 90% angles.
2/ If there are parts of the model that are behind other parts so that the UV's overlap, detach the hidden faces, and make them into a new limb of the model.
3/ If parts of the model are at a strange angle, detach those parts, rotate them to face 90% angles. make them a separate object. Uv them, and then put them back on your model, and rotate them back to their proper angle. There is usally no need to weld them back on, but you can weld them if you like.
To detach faces in Anim8or, you select the faces that you want to detach, Edit/Detach faces. This makes a new limb, and can be copied as a separate object. This really makes UV mapping easier. For example.. tilted wings on a spaceship can be detached, straightened, Uv mapped, then put back, and rotated back to their original angle. Best to think ahead, and build flat models, then rotate parts after mapping.