Unfolding geometry

I recently started to do retopology on my models especially when exporting from marvelous etc. Now I need to wrap geometry via skin wrap and I need to flatten base mesh to be able to morph it and then skin wrap the geometry onto it. I am using channel info but it somehow messes the geometry up and I don´t know why. Object is properly unwrapped

will be grateful for any help

I realized what´s the problem here - when unwrapped object is flattened, vertex order is different from the original object but I don´t know how to fix this..

Interesting method.
I just tried this example CAD Forum - Unfold any 3D mesh into 2D planar form. but I ended up with messed result in geometry.
It works correct for me only when I convert the object to editable mesh.

Unfold is not very usable as I wanted to have the geometry unfolded along exact seams. I don´t know why but when using pelt mapping instead of peel, vertices order remains correct

Here is the result

Nevertheless thanks for your comment !

Usually for unfolding mesh i use SlideKnit script - never failed so far.

Wow thanks a lot, never heard of this before :smiley:

Can also try this one. http://www.scriptspot.com/3ds-max/scripts/uv-2-mesh

Thank you guys