
Unfold3D deals with mathematic equations, not with magic formulas. This means that it manages to solve the problem of flattening a surface -without too much distorsion- only when the surface can be flattened. This is why the cutline is so important: a good cutting line will allow to flatten very distorted areas, while limiting the number of joints on the model.
What happens if you want to unfold a tube? A tube can actually be unfolded "as is": the two ends of the tube are openings. But such an opening would produce a very bad UV mapping of the tube: one of the two ends would be overstretched while the other one would shrink, and the number of pixels from a texture assigned to each zone would be incredibly high in one case and incredibly low in the other.

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To avoid such problems, you would rather cut the tube along one side. Unfolding the tube is then pretty immediate, and you obtain a perfectly reparted mapping, well spread over the surface of the model. |
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The cutline should split tube-like and sock-like shapes.
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| cut open tube like-shapes | cut open sock-like shapes, either of two ways |
The cutline should be in one piece.