Hello ,Kindly i need help with this one I am working an ornamental door as part of my trim sheet exercise " this is my first one " so am figuring out stuff while working , i know i need to have my textures tile from left to right and make the uvs match , so if you take a look at the attached image the upper left corner of the door it has this shape which makes an aweful distortion to the uvs when flattened straight , any tips on how to handle shapes like this when trying to lay them out for trims .
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I would do a rough version of the trim texture and see how it looks on a triangulated version of your mesh (looking at it with quads isn't going to show you true distortion).
uv interpolation is a dumb linear operation and edge orientation can make a pretty significant difference when a quad deviates from a 1:1 aspect ratio
to counter distortion, add geometry. the more regular (ie. square) your triangles are, the less wonky things will look
So i'm guessing there is something similar in whatever 3D software is used ??
Of course "contructing this" with even distribution in 3D in the first place might be a litttle to cumbersome.. ( here trying to regular space the segements via help of the "Loop Tools" (evenly spacing over the whole "curve" would shift the sharp segment borders ))
In this case, you are basically exchanging texture space for polygons, and since you already have a pretty high polycount to define the shapes, you might as well go a bit higher for smoother texture deformation like was mentioned.
Fabi_G basically already said it, and having a more even topology from the start (with sections as orthogonal to the path of the trim as possible) is a good idea and makes things a lot easier, but just to be clear: Even with trims, your UVs don't have to be all square and even throughout, and you could have much better UVs even with your current geometry. The problem is the mismatch that's especially apparent in the "vertical" distribution of the length-wise loops. And looking at it, it's not even clear if those loops contribute to the shape in the first place. They'll probably help with texture distortion, but in that case, you could simply remove them and add them anew and have a more or less "ideal" (as ideal as it can be) match with your UVs.
But yeah, it's probably a good idea to do a rough test case first to see if this even works well enough with your intended texture.