UVgami is a Blender add-on that allows you to automatically unwrap your meshes with a single button click.
Supported Operating Systems:
- Windows
- Linux
- Intel Mac
- Apple Silicon Mac
Blender 4.3+
- Installation
- Automatic Updates
- General Instructions
- General Settings
- Engines
- Download
UVgami.zip - Drag and drop the zip file into Blender
- In Blender, press
Download Enginein the n-panel
- In Blender, go to
Preferences>Get Extensions>Repositories>+>Add Remote Repository - Set
https://uvgami.danielboxer.dev/index.jsonas the URL - Turn on
Check for Updates on Startup
- Select a mesh
- Press the
Unwrapbutton
The top of the panel shows any current non default settings that affect the unwrap. This allows you to quickly see the active settings. You can click an icon to reset that setting.
- Click the eye button to open the viewer and see the UVs update live
- Click the stop button to stop the unwrap and get the partly finished output.
- Click the cancel button to cancel the unwrap
- Pressing unwrap with more than one object selected will add them all to the unwrap queue
- If an object is made up of joined together objects, each piece of the object will be unwrapped separately and later joined together
- This will show up as a group in the ui
- The progress bar will appear in the bottom left corner of the 3D viewport
- For Optcuts engine, the colours correspond to the UV stretching in the current unwrap
- Blue: Low stretching
- Green: Medium stretching
- Red: High stretching
- A progress bar with almost all blue doesn't necessarily mean that the unwrap will finish soon. Sometimes there is not much stretching, but the seams need adjustment to get the best result.
- For the other engines, the bar just represents the amount of meshes unwrapped
Balanced: Good balance between stretch and seam length.Less Stretch: Less stretch (distortion) in final UV map but more seams. Slowest option.Fewer Seams: Fewer seams in the final UV map but more stretching. Fastest option.
This setting makes the finished uvs go onto the original object instead of a separate output mesh. It will overwrite the current UV map if there is one. Modifers will not be applied.
Use this settings if you want to keep quad topology. However note that the seams may be slightly worse if the original seams went through the middle of any quads.
If this setting is off, the original object will be hidden and the new unwrapped object will be put in a separate collection. Modifiers will be applied on the new object.
Unwrap multiple meshes simultaneously, making the unwrap much faster. This also has an effect on meshes that need to be separated. The amount of meshes able to be unwrapped at the same time depends on your computer.
You can choose the amount of cores to use. For example, with 8 cores you can unwrap 8 meshes simultaneously. Note that the default amount of cores will probably be the fastest since if you do too many at once, it maxes the CPU and each one gets slower.
Set a maximum time in minutes for each unwrap. If an unwrap times out, the mesh will be cancelled and moved to the not unwrapped collection. Set to 0 to disable the timeout. This is useful for when unwrapping multiple things at once so if one times out the rest will still unwrap.
With the default OptCuts engine, the partial result will be kept on timeout.
Finds repeated mesh pieces and only unwrap one, then copies the uvs to all the others. The uvs will be overlapping to save texture space.
- Press
Add Gridto apply a grid material to all selected objects. The shading mode will be changed to material preview. - Press the button to the right of the
Add Gridbutton to remove the grid material from selected objects. The shading mode will be changed to solid. - Choose the grid type:
UVfor a standard UV grid, orColourfor a coloured UV grid. - Set the
Resolutionto control the pixel size of the grid texture. - Turn
Auto Gridon to automatically add a grid after unwrapping a mesh
Packing uses the Blender packing engine.
- Use the
Marginslider to set the space between UV islands. - Turn
Combine UVson if you want to combine UV maps of multiple objects into a single UV map. - Turn
Average Islands Scaleon to scale all islands based on their actual space in 3D. - Turn
Pack After Unwrapon to automatically pack UVs after each unwrap finishes.
Default CPU engine. Highest quality but can be slow. Includes the UV island operators.
Press to enter visual mode. This will show a real time view of the unwrap as it progresses. You can zoom in or pan to inspect the unwrap. Press ESC or Left Click to exit visual mode. If there are multiple meshes unwrapping concurrently, press the arrow keys to switch between viewers.
Use the existing UV map on the input mesh as the starting point for the engine unwrap.
Some use cases:
- Deciding where you want some seams
- Finishing a manual unwrap
- Speeding up the unwrap time
Hard surface mode makes seams go on sharp edges and creases of the mesh. This will cause more islands, but the seams will be hidden on the edges so it's good for hard surface models. Use this on meshes with hard edges like mechanical or man made objects. Don't use it for organic meshes like characters.
Using weight painting, draw on areas of the mesh to add restrictions to the unwrap. The drawn red areas will have the restrictions while the blue areas won't.
This mode makes the unwrap avoid putting seams on the painted areas. For example you can use this to avoid putting seams on a characters face.
This option will cause the unwrap to take longer so you can combine it with proxy mode to speed it up.
"25 Animals Pack" (https://skfb.ly/orQpx) by MadTrollStudio is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/)
Before seam restrictions:
After seam restrictions:
This mode makes the painted areas have less stretching. To compensate, the non painted areas will have more stretching. Note that you can't use this in combination with proxy mode.
Use these buttons to automatically generate weights.
From View: Paint the visible areas (relative to scene camera). Useful for avoiding seams/stretching on the front of a mesh.Crevices: Paint the areas in concave crevices. Useful for putting seams/stretching in the hidden crevice areas of a mesh.Both: Both from view and crevices.
Use the Strength slider to control how strictly the seam restrictions are followed. A higher strength will avoid the restricted areas more, but will take longer to finish the unwrap.
Proxy mode unwraps a decimated low poly copy of the mesh then transfers the seams onto the real mesh. This is really useful for unwrapping a slow high poly mesh. You can even unwrap a mesh that is millions of tris like this!
The proxy faces number is the amount of faces of the decimated copy. If the mesh is already under this amount, it won't be decimated, and proxy will have no effect.
- Unwrapping high/medium poly meshes is slow. Use proxy mode to speed up unwrapping dense meshes.
- Some meshes can't be unwrapped due to various reasons. For example, non manifold meshes.
UVgami also has a panel in the UV editor n-panel for fixing parts of a finished UV map. This uses the OptCuts engine.
These operate on selected islands and faces in the UV editor. You can select multiple faces/islands to do batch operations.
The island operators affect the entire UV island.
Select a face on a UV island and press Unwrap Island.
This will re-unwrap just that island.
Select a face on a UV island and press Relax Island.
This will relax all areas with high stretching in the island to reduce stretching. The seams will be unchanged.
Select a face on two UV islands and press `Combine Islands.
This will re-unwrap both those islands as a single combined island. Note that the two islands have to share a seam. You can check this in the 3D view by turning on UV sync selection and then check on the 3D model.
The area operators affect only the selected faces.
Use the Expand Area setting to grow the selection automatically by a number of face rings. This helps so you can be less accurate in your selection and affect a larger area.
Re-unwrap the selected faces, adding cuts/seams if necessary.
Relax the selected faces to reduce stretching. The seams will stay the same.
PartUV uses the GPU and needs CUDA (Windows or Linux only). PartUV makes fewer islands and can be faster on dense meshes.
PartUV AI segmentation can't be used commercially (NVIDIA license).
- AI (5 gb): Uses PartField which is an AI model to do the segmentation which has the best results. This results in less seams.
- Geometric (200 mb): Finds seams from the mesh surface shape. Fast and decent results.
xatlas is a CPU engine that is good for making quick uvs for baking lightmaps and texture painting. xatlas is very fast but will result in more islands/seams than Optcuts and PartUV. Though it can sometimes still have better results than Blender smart UV project.
In the preferences you can install and delete engines and change some options.
Automatically save the Blender file before unwrapping.
Show a popup when all meshes are finished unwrapping. This might contain other information like if any objects were invalid or if there were any errors.
Show a progress bar while unwrapping.
Reset all UVgami preferences and panel settings to their default values.

















