I have a model that looks like this

enter image description here

I want to unwrap it along the seam to be used for further modelling in the viewport. I want to unwrap it and re-wrap onto another cylinder of bigger radius. I think its a simple step but all my searches are leading to UV unwrapping.

Thanks in advance! :)

EDIT: The above shape is obtained by intersection of two cylinders and then using a boolean modifier as shown below. So I can't use proportional editing on a plane to get that exact shape. enter image description here

and finally I want to unwrap the shape and rewrap it along the bigger circle as shown below enter image description here

  • $\begingroup$ Related: blender.stackexchange.com/q/28678/2843, blender.stackexchange.com/q/2351/2843 $\endgroup$
    – Samoth
    Commented Jan 21, 2016 at 10:04
  • $\begingroup$ I fail to understand how this solves my problem. But its a wonderful addon. Thanks for sharing! :) $\endgroup$
    – Mechaman
    Commented Jan 21, 2016 at 18:46
  • $\begingroup$ You just get answers as good as your question is ;-) $\endgroup$
    – Samoth
    Commented Jan 21, 2016 at 21:44
  • $\begingroup$ Ok so now you mention you're using a boolean modifier. Could you please tell us what do you mean by "re-wrap onto this" ? The result would look like the "inside" tube scaled larger and offset on x and y ? $\endgroup$
    – nantille
    Commented Jan 22, 2016 at 7:56
  • $\begingroup$ There wouldn't be any scaling. The result would look like an incomplete cylinder(like a "C" shape) $\endgroup$
    – Mechaman
    Commented Jan 22, 2016 at 9:50

2 Answers 2


Works for me using the mentioned Export Paper Model AddOn. So that was more than just a helpful hint ;-)

Example of deformed Mesh

Pretty straight forward:

  1. Just assign this single Seam on the "front" of your Mesh
    (You don't need all these Seams at the top/bottom)
  2. Then export via the AddOn with Limit Island Size being active for it to work
  3. Note down the Scale that the AddOn uses in the bottom left Settings Area of your File Browser and Export the SVG to a known location. You can uncheck Create Tabs and Create Numbers.
  4. Import the SVG back again via File - Import
    (it will be two Curves, you just need the black one and you can remove the material, I used the "vertical Lines" here for demonstration purposes)
  5. Scale the Model back up with the Size you wrote down above
    You probably need to reposition it's origin - and make sure to always Apply Scale CtrlA
  6. Position your Curve Object properly along the X-Axis standing Upright in the Z-Direction
  7. Add a Curve Modifier with your desired "base curve" that it should wrap along to the imported Curve et voilà...
    Optionally you can now reposition it along the X-Axis if needed or convert your Curve to a Mesh AltC
  • $\begingroup$ It works! Thanks for the detailed explanation :) $\endgroup$
    – Mechaman
    Commented Jan 22, 2016 at 17:52

I may be mistaken but I think you've gone a complicated way. It is less trivial to make a plane follow a curve than the opposite.

I propose you start with a plane instead.

  1. Create a plane Scale it on X axis by 10 enter image description hereenter image description here
  2. Enter edit mode (tab) and select the top and bottom edges
  3. Subdivide by 40 (spacebar then search for Subdivide)enter image description here
  4. Enable proportional edit mode (see screenshot) and select two verticesenter image description here
  5. Move the upwards and while moving, use your mouse wheel to increase the proportional editing falloff
  6. Exit edit mode and rotate the plane by 90° on X axis
  7. Create a circle (shift+a, curves > circle) and scale it by 400% (that's just an example)
  8. Make sure the circle is at coordinates 0, 0, 0
  9. Select the plane and add a modifier called Curve enter image description here
  10. In the modifier, select the circle You should now see the plane wrapping around the circleenter image description here
  11. Adjust the scale of the plane to do a full revolution (here scale at 12.56)enter image description here

And with this you're done. You can then apply the Skin modifier to the plane to give some depth. You can duplicate the plane the circle and make a smaller inner tube. There are many possibilities this way.

UV texturing is pretty easy too.

  • $\begingroup$ In the proportional editing mode, select another curve than what I selected to have a mesh similar to what you have. $\endgroup$
    – nantille
    Commented Jan 21, 2016 at 10:57
  • $\begingroup$ Thanks for the answer :) but that may not solve my problem :/ Maybe my question wasn't clear. I've edited the question. Please look at it. $\endgroup$
    – Mechaman
    Commented Jan 21, 2016 at 18:31
  • $\begingroup$ In the step 4: How do you know how to move the vertices to end up with a precise shape? You just eyeball it? Not exact. $\endgroup$ Commented Jan 21, 2016 at 18:44
  • 1
    $\begingroup$ of course you eyeball it, the question wasn't clear initially. $\endgroup$
    – nantille
    Commented Jan 21, 2016 at 21:24

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