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When I map a trapezoid shaped face to square shaped uv coordinates it doesnt skew how I would expect it to. I want it to go to from fat to slim pixels. Instead it seems to skew based on triangles maybe?

(object scale is applied btw)

UV skewing

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  • $\begingroup$ Yes, that is exactly correct. If you manually triangulate that face and inspect the texture + viewport, I think it will make more sense that this is actually what it has to do. There are different ways to map trapezoids to rectangles (perspective mapping does exactly that after all), but they have their own (significant!) drawbacks and aren't available in Blender. Your only solutions are some combination of remap, make more verts to minimize the issue, and/or live with it. $\endgroup$ – Nathan Oct 25 at 16:44
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If you have a seam down one side and around the circumferences top and bottom, then you can:

  • Align the approximately cylindrical region in an orthographic view (minus the caps)
  • U unwrap the tube with 'Cylinder Projection'

enter image description here

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