*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.* --- I guess your mesh is always square, just stretched is some direction. So what about ... - 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] Also it is still square when view from top, so you can go to *Top View* (7) and *Unwrap* > **From View** [1]: https://i.sstatic.net/TiCn6.png [2]: https://i.sstatic.net/GZHqz.png