Welcome to the Core 🙂
First things first - pls complete your profile so we know at a glance which version of Cinema you have, what you are rendering with etc etc. We need this information to be able to help in most cases. Fortunately we have the scene file this time, which tells us, but even so...
This is currently what the UVs look like for that object, so Octane can't be set to be using them like we need it to.
Tag should be UV mapping, and Octane Projection mode should be Mesh UV. In your Octane node tree, no Projection is assigned at all, which may explain your results ! So I would add that in first..
So to sort that UV mapping out we need to project all the polys frontally, from the Front orthographic view over in BP UV Edit.
Then we need to select the polys that comprise the rims for the holes and relax them.
That will look like this when done, but wait - what are those weird seam lines in the middle ?!
They are caused by points not being welded in that mesh, so you need to optimise it, or manually weld those double points together before you start.
Then you should get this result...
So texturing is now fine, but we have some duff SDS technique going on here, so you need additional control loops to tighten that up, and to not have poles on borders, which is bad modelling technique generally. So each of the holes needs a perimeter loop, which we should get by insetting all the front facing polys like so...
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...and then we need control loops inside the holes as well, so that SDS rounding is controlled from both sides like it should be. K,L for Loop cut (preserve curvature off) to pop those in.
Then we will get a much nicer SDS result because the edge flows have been redirected properly, and rounding is back under our control.
Lastly, I notice you have some unevenness in the polys comprising that lowest hole, which is affecting the SDS circularity of that shape. To fix this you would need to make sure sure that all the edges comprising that are evenly spaced, and then conformed to circle once that is done. The plugin HB modelling bundle is your best friend to fix that (hb_even_distribution / hb_points_to_circle), but it can also be done manually. Note that if you do want to fix that, you need to do it BEFORE you project and unwrap the UVs.
CBR