Properly unwrapping UV I'm pretty new to blender and as simple as it is, I'm probably the most confused on UV unwrapping of any other part of blender. I am attempting to unwrap a UV map for a wall with a bevel at the bottom of it. I don't think I'm getting how marking a seam works ultimately, but I was wondering if anyone is able to successfully unwrap and show how you were able to do it.
First of all in object mode select your wall and apply rotation and scale (Ctrl A) so that your object has rotation 0,0,0 and scale 1,1,1: it's a good practice that affects also UV unwrapping.

Then in edit mode select all and remove doubles (there are 4 doubles that confuse the algorithm), then - in wireframe view - select the little face at the bevel zone between the mesh and her mirrored side and delete it.

Then select all the edges you want to act as seams, in order to preserve the visible faces (front and lateral) without seams.

In the pictures my example.

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