1. Unfold3D
 1.1 Introduction
 1.2 Commands
2. Unfolding step by step
3. Cutting
 3.1 How to cut ?
 3.2 Where to cut ?
4. Adjusting and packing
5. UNFOLD3D Interface
 5.1 Menus and tools
 5.2 The menu bar
 5.3 The main toolbar
 5.4 The viewport toolbar
 5.5 The edition toolbar
 5.6 Preferences
6. UV Edition
 6.1 Rotation/translation/scaling
 6.2 Pinning
 6.3 Horizontal, vertical constraints
7. Scripting
4. Adjusting and packing

4.1 - Surface Adjusting

Unfold3D's algorithm aims at preserving the angles of the geometry as much as possible. In some cases, this produces some surface stretchings - ie: the size of the polygons in the UV space is not proportional to the size of the polygons on the 3D mesh.

Stretched surfaces are highlighted in orange on both the mesh and the UV mapping: if a zone is painted in orange, it will catch a smaller part of the 2D space, and the texture will appear "stretched" when mapped on the model - the more intense the orange, the higher the stretching.

Unfold3D offers a surface adjusting feature, which aims at balancing the effects of angle preservation: you can pick your choice between preserving angles and surface conservation.

To apply one step of surface adjusting, click the button. You can apply several steps if the result is not satisfactory. The adjusting depends on a thinness parameter, which defines the precision of the sampling used to adjust surfaces. You can choose a preset precision (accurate, normal or coarse), or manually enter the parameter by clicking - values greater than 1 mean coarse adjusting, values smaller than 1 mean precise adjusting.

Adjusting surface won&apost replace a good cutting, though: if too many spots are highlighted in orange, you should perhaps cut your model some more to split the stretched out zones and recompute an unfolding. See the "Where to cut?" section for more details.

4.2 - Packing

Once you have unfolded the model, you need to pack the pieces of the UV mapping in the texture zone, to optimize the use of texture space. Unfold3D provides a powerful packing feature, which allows you to greatly reduce the loss of space.

Unfold3D allows you to set several preferences for the packing step:


Chart order :
You can choose the order in which Unfold3D takes the pieces of your mapping to pack them:
Increasing in size: Unfold3D packs the smaller pieces before the greater ones,
Decreasing in size: Unfold3D packs the bigger pieces before the smaller ones,
Random order: Unfold3D packs the pieces in a random order.

Random seed: Used by "random order" - different values give different orders.

Chart positioning :
Spacing between charts: You can increase this value if you want to have the charts of the UV mapping apart.
Positionning accuracy: Choose the size of the positionning grid - smaller values mean a more precise positionning, but more computation time too.

Chart orientation :
Rotation offset: You can choose an initial rotation angle applied to each chart when packing.
Optimal orientation accuracy: Choose the angle increment for angular positionning - smaller values mean a more precise positionning, but more computation time too.

Chart scaling :
Use surface as scale reference: UV charts are resized with respect to their surface ratio - best setting for pixel resolution uniformity,
Use opening length: UV charts are resized with respect to their perimeter ratio - best setting for uniform joints between charts.

Global scaling :
Global UV layout rotation: You can set a rotation angle to the whole UV mapping after the packing step.
Global scaling: Choose from
    Best fit: Maximize the surface while keeping the proportions of the pieces,
    Squarify: Stretch the UV to occupy as much as possible the texture square,
    Metric conservation: Keep the sizes of the charts close to the real model - for example in design, to print out the resulting UVs in actual size.