Hi iacdxb,
I certainly understand your wish to clear that subject once and forever. This is certainly something that I love to support. However:
If I had the secret to solve all cases with a short procedural, I would like to share it. Seriously.
It seems you haven’t read the last few posts in this thread. Let me try again: We don’t have a one-trick Button process that solves it for all cases.
You are repeatedly asking about this. My only answer would be, use the Tutorials Suggestion Forum. To cover all possible problems and the solution of such will be a massively large series. It should contain first all tools possible. Then discuss common issues and share all tricks a seasoned production artist will apply to such. There should be an emphasis on problem prevention, to begin with.
UV work has a wide variety, from super simple to more complex. It has undoubtedly a great deal of workflow quality in it. A workflow that prevents problems from the start, not just solves then later on. In a nutshell, an original production series.
https://www.cineversity.com/forums/viewforum/96/
The example that you have shared had flaws in it (if the texture flow was the target), as shown in the screen capture. If these flaws were repaired, things worked nicely. The application doesn’t know what is deliberate nor what is a problem.
In this way, any solution is an individual approach to fix it. Like in your example file, the Peeler will repair the mesh. As mentioned before, the Peeler is limited, will say, if just applied to a not fitting case it might make it worse.
Relaxing will help to get a more evenly distributed mesh, especially for any organic objects, but with any geometrically based purpose, I would go as far as to say, you make it worse with it. I would not even give it a shot in this case at all, perhaps just to be certain that it isn’t the way to go to begin with.
Use a texture with clear, readable information, a Checkerboard is the least option I would use for UV mesh evaluation. Compare the screen capture with your file, and you can see that the checkerboard doesn’t unveil the problem you had in your file. If you apply then an SDS to it, it will show up more pronounced.
SDS pull on the mesh, and each mesh is unique. This means what the SDS does needs to be understood. In this way, each solution (if there is one, often the problem needs to be solved earlier) needs to be chosen wisely. Again: There is no “one size fits all” idea, or in other words, there is no magic trick to heal all the problems a mesh has, and make it just lovely.
The model needs to be created from the start with it in mind, to get a good base to work with.
I have recreated your model conceptually, and have a look how well it uses the ‘Current State to Object’ process.
Project file
https://www.amazon.com/clouddrive/share/qU3mB0dTzpxGL4DGoEmVs4TYOyc1aKgFdIStAS2OfLY
All the best