https://www.youtube.com/watch?v=zcJquhzjwVg Video of this tecnique in Blender, at min 7:20. he has a distorted uv, straight one quad of the mesh, and align all linked quads. there is something similar in Max? thanks
Since the TexTools are not only for blender but also for 3Ds Max.. you might try the rectify feature.. https://renderhjs.net/textools/3dsMax.html ( since it provides not the actual version for blender you might have to double check this )
Just in case: For shapes like this, Unfold Strip from Loop works reasonably well. You might have to split up the mesh in some cases, though.
Straighten rarely works for me, some distortion is expected with irregular shapes, but Straighten introduces massive differences without discernable rhyme or reason (on 2022, here).
In my experience, your best bet in most cases is to roughly shape the uvs with Peel (LSCM) and pinning vertices + relax into a rectangular(ish) shape and then select all parallel loops for one direction and use Align Vertically/Horizontally in Place.
Edit: Might be you'll have to hide all faces you don't want to change when using Peel or something like that, but maybe that has been fixed.
Replies
https://renderhjs.net/textools/3dsMax.html ( since it provides not the actual version for blender you might have to double check this )
There is a built-in Straighten tool but it only works on shells with an even number of quads.
Straighten rarely works for me, some distortion is expected with irregular shapes, but Straighten introduces massive differences without discernable rhyme or reason (on 2022, here).
In my experience, your best bet in most cases is to roughly shape the uvs with Peel (LSCM) and pinning vertices + relax into a rectangular(ish) shape and then select all parallel loops for one direction and use Align Vertically/Horizontally in Place.
Edit: Might be you'll have to hide all faces you don't want to change when using Peel or something like that, but maybe that has been fixed.