I took a quick look, and to make it look as in the screenshot was: 1. Re-uv-ed in Silo to make sure the UVs were evenly spaced without distortion. However, this generated the problem that the UVs only used some 50% of the UV space, so 50% of the texture (whatever it would be eventually) would be wasted, so I 2. Stretched vertically the UVs to use all available UV space. Then, in the Gimp I grabbed my UV test image, and made a 2:1 version. That is to say, a 2048x1024 version. When I applied it as a texture in Silo, the image in the UV view looks stretched, but as you can see in the screenshot, it looks fine in the 3d viewport. Compensating the UV stretching with the texture's proportion size.
still hooked to real life and enjoying the siesta!
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