How to unwrap properly this bevelled mesh (see pic) I've been trying to get a decent result with the unwrapping of a mesh representing a boardgame counter (top + bottom). I've bevelled it first, applied smooth surface and then unwrapped it in many different ways, but it seems to always get the edges wrong. As you can see in the reference picture, the camo texture should continue to the edge of the counter, instead, it stops showing a different part of the mesh. It shouldn't be that hard to do, but for some reason I always get the same result. Is there a way to have the top part of the mesh show exactly as it does in the reference pic?
Your problem is that the rounded corners of your tiles don't have the same radius as the rounded corners of the texture.  You can work around this by marking the edges of your tiles so you can unwrap each face separately, and then using Unwrap with 'conformal' set.  After you've done that, manually center the top and bottom faces, and shrink them slighly to fit.  You end up with something like this: