Im new to 3d stuff and im learning unwrapping atm. I like your software a lot better than 3d Max's tool. One problem im encountering quite frequently is curved UVs on cylindrical objects. Now i understand that the islands must be straight to ensure proper texture flow but i dont know how to do it in Virtual spaces. I saw a video where someone used maya to straighten UV shells by going to - unfold - straighten shells . How do i replicate that in VS? Reference Picture below.
Edit : I also want to mention that i tried optimizing it using border constraints . Now , im getting a straight shell but it is distorted and some weird stretching is going on. Also tried switching on/off prevent tflips and overlaps. Nothing helps.