Hi Joel H.,
Tutorials can explain the tools, but not every possible problem. In you project, the hole structure is not able to have a fit when two sides folder together. The structure is not the same when orating around 90┬║. There might be a problem. I have done a while ago a complete series about UV and BodyPaint 3D, but the interface has changed since.
Start with a cube, six polygons and explore what happens if you move points of the UV mesh in the UV editor. It needs maybe 5-10 minutes to sink in.
The UVs are just translators between Object and textures, to be able to get a 2d image on a 3d object.
Each UV polygon has normally its Polygon “Twin”. What ever is texture is “framed” by the UV polygon with be “mapped” on the Object Polygon.
In UV Edit you have to chose a texture (right sided window) and an UV “mesh” the icons on the top are there to select a point of polygon.
I use the Space bar a lot to toggle between selection and move tool.
Another big help is normally the snap tool for UVs
I have attached the T shape as mentioned above, but of course I can’t finalize it, time wise, I can give you only a start, check it out.
If done, use the Symmetry below first and make it editable, optimize and then use the HyperNURBS. The roundish sides, I would use camera mapping for that and design a hole pattern for this part separately.
Your image seemed like a tin with holes pressed into shape, which mesh all holes have been treaded more ore less. That might be only possible to “paint/draw” on it, I have no idea how to accurately simulated that, if you ask for high end precision. If more or less just squeezed, UV will do the trick, but maybe not with a rough polygon object as yours currently. May on subdivision more, might work.
All the best
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