OK here's the hip file. The interesting stuff is in obj/airframe. The model without UV's can be seen at the “NO_UV_OUT” node. The “material2” node in the “pre_subd_uv” box shows a simple unwrap mirrored geometry before it's subdivided. If you plug that into the subd node you'll see some of the distortion I was referring to. The other network boxes in blue are some attempts by me to play around with different ways to UV the model, including the uv pelt node. Other stuff there is an experiment in branching off and distorting the geometry to help with the UVs, and then copy the uv attribute back over.
KLC, from the 3D-Palace forums demonstrated a possible way to uv the model here:
http://www.3d-palace.com/forum/wip-public-forum/21544-uving-texturing-jet-2.html#post187875 [
3d-palace.com]
using the obj I supplied him. I can upload that too if people want it, it's basically what you get when you export the geo from obj/airframe/fuse3.
I do have Modo at home, and while I know that I can use that to generate a UV map, I'd like to find out for sure that either Houdini can't do this at all, or it's just a matter of my inexperience. I'm pretty sure Houdini can do this, and that this is all due to me not being familiar enough with it.
If this is a case of the model itself being deficient in some way, please feel free to say so! I'll happily fix whatever I need to here. I'm doing this as a learning exercise, so the more criticism the better.