the first topology was bad but you could have used an option like Project From View. You can correct the topology to have a better one and use the same option. Actually it all depends on your final goal, does your object need a nice topology or you don’t care?
That is what I did for the backrest with the whole then rotates scaled and stitched the UV together.
But thats some work I don’t want my students to be slowed down by. As terrible SketchUp is the ThruPaint UV editor is fricken good.
I am not new to Blender and UV unwrapping - I was just curious if at this point there might have been some more advanced methods or add-ons published for Blender. Since I have a baby I miss many announcements.
The UV maps from my CAD apps are always fantastic - but currently I am looking for sending my students from modeling in sketchup to rendering in blender.
Keep UV’ing in mind when modelling. In this case I would simplify to a single side, unwrap from angled orthographic view any problematic areas incl some quads, then follow active quads for the rest (no stitching). Add a solidify modifier using material ID for the created rim. Apply it, marking two edges as seams. Select one face on the outer rim, reset UV, select rest of rim and follow active quad. Repeat for the hole rim.