3dsmax2009 has a nifty spline unwrap feature added to UnwrapUVW that would work well.
Since you're on Max8? I would select an edge that runs the length of the coil, "convert it to shape" which will give you a spline, which you can turn on "generate mapping coordinates". Convert to E-Poly and collapse, then delete the old mesh.
doh should've mentioned this was for a low poly coil spring, I can generate the coods when I create the helix, just wondering if there was a cleaner way of optimizing this badboy and keeping a relatively rectangular unwrap of it.
The problem with the extended primitive version is controlling the number of knots it places. It only lets you control the number of sides on the cylinder not the number of knots in the how round the overall shape is. Sure you can covert it to a edit spline and start deleting knots but thats pretty labor intensive.
It also twists the shape as it bends it making sure the seam will be visible at some point. If you go the modifier route you have more precise control over the seam, the roundness of the tube and the roundness of the overall shape.
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Since you're on Max8? I would select an edge that runs the length of the coil, "convert it to shape" which will give you a spline, which you can turn on "generate mapping coordinates". Convert to E-Poly and collapse, then delete the old mesh.
It also twists the shape as it bends it making sure the seam will be visible at some point. If you go the modifier route you have more precise control over the seam, the roundness of the tube and the roundness of the overall shape.