Thanks TrickVein, I'm going to be trying my hand at a lot more organic modelling in the coming weeks so I'll be sure to follow your advice and check out Unwella. Kudos for the help.
Edit: Apparently I already gave you kudos for something else so I can't give it again. Sorry =]
I use a neat thing called "Unwrella" to get at more organic shapes: http://www.unwrella.com/
I don't know what program you are using, but a general workflow is to identify segments of the mesh that can be mapped as more or less planar while creating as few of these areas as possible; if you are using a tiled, stock texture then you can hide the seem on areas of the mesh which usually aren't visible. For instance, for each one of the teeth, you can apply cylindrical mapping but hide the seem on the posterior of each tooth. I use 3DS max which gives you the option to define parts of the mesh that you want to unwrap and then "fold" these areas out and relax them to preserve the face's original dimensions and avoid distorting the UV's as much as possible.
No matter what you do, it is an extremely time consuming and laborious process. If you plan ahead and assign faces on your mesh to different material IDs and understand that some parts of your model are going to be repeated (like the teeth) and should only be unwrapped once, you can save time.
For a shape as complex and odd as what you have, without importing the object into a program like Zbrush or mudbox and creating you own custom texture for the model, seeming is probably impossible to avoid.
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Edit: Apparently I already gave you kudos for something else so I can't give it again. Sorry =]
I don't know what program you are using, but a general workflow is to identify segments of the mesh that can be mapped as more or less planar while creating as few of these areas as possible; if you are using a tiled, stock texture then you can hide the seem on areas of the mesh which usually aren't visible. For instance, for each one of the teeth, you can apply cylindrical mapping but hide the seem on the posterior of each tooth. I use 3DS max which gives you the option to define parts of the mesh that you want to unwrap and then "fold" these areas out and relax them to preserve the face's original dimensions and avoid distorting the UV's as much as possible.
No matter what you do, it is an extremely time consuming and laborious process. If you plan ahead and assign faces on your mesh to different material IDs and understand that some parts of your model are going to be repeated (like the teeth) and should only be unwrapped once, you can save time.
For a shape as complex and odd as what you have, without importing the object into a program like Zbrush or mudbox and creating you own custom texture for the model, seeming is probably impossible to avoid.