Initially, I was going to use the method of applying an Automatic map, in which all the UVs are organised into separate groups instantly. However, as you can see, this is not an ideal as it arranges all the tiny stray UVs into small groups and it is up to you to figure out what belongs where.
For example, with the left right side view, I selected all of the faces within the tail, torso, neck, face and legs. I would then apply a planar map to this set of faces only.
I would then scale my newly created planar map down so it fit within the shader in the UV Texture Editor. I would then repeat this for the other side, the top, the front, the back and bottom until all the UVs had been mapped. In order to check that I had not misplaced any UVs, I would go into face mode and in the UV Texture Editor, I would then select a group of UVs to make sure all of the UVs were mapped together correctly in order for texturing to be more efficient.