*I don't think I understood your question. What is the reason use such deformed UV? What is your base mesh? And what is your final shape? Until someone who undertood better answer your Q ... here is a tip.* --- It seems to me easier to select all faces *Unwrap* > **Reset**. With all selected and one face selected as *Active* (bright one) *Unwrap* > **Follow Active Quad** [![enter image description here][1]][1] Like that you can get even distribution again for your texture. [![enter image description here][2]][2] [1]: https://i.sstatic.net/TiCn6.png [2]: https://i.sstatic.net/GZHqz.png