Retopology
All of my retopology was done using the Target Weld and Knife tools. I chose to skip making a high poly since I was on a time crunch, and my model was hard surface, mainly. When doing the UVs, I always start with an auto unwrap to get separate UV islands, and then manually sew back together parts of the mesh. I use normal-based unwrapping as well if it works for a specific area.
The payphone is a fairly large asset, and I wanted to achieve a high level of detail in my texture work, so I opted to use multiple materials for the prop. The metal frame, glass, and payphone area are all their own set. I used the same textile density generally for each piece, but I scaled some up to use as much space as I could.
The glass has more textile density than the rest of the model. This is purely a creative decision I made so I could push the details on the textures more. All the other assets in my scene follow a similar workflow. Some are packed into a single UV set. For example, the coins and cash are one single material.