Substance 3D Painter is a 3D painting software allowing you to texture and render your 3D meshes.
Features-Automatic UV Unwrapping
The automatic UV unwrapping allow to generate UV islands automatically when importing a 3D model. It can be used to paint on 3D model that don't have any existing UVs.
Enabling the automatic UV unwrapping
![uv-new-project.png.img.png](https://helpx.adobe.com/content/dam/help/en/substance-3d/documentation/spdoc/files/188974350/223053231/1/1637770988351/uv-new-project.png.img.png)
When creating a new project or re-importing a mesh into an existing project, make sure the setting "Auto-unwrap" is checked. If disabled, the process will be skipped and mesh UVs will remain as-is.
UV unwrapping settings
![unwrap-settings.png.img.png](https://helpx.adobe.com/content/dam/help/en/substance-3d/documentation/spdoc/files/188974350/196215226/1/1587568093476/unwrap-settings.png.img.png)
When importing a mesh and using the unwrapping process, the following settings are available. Some settings are available via the Options button in the interface.
Section |
Setting |
Description |
---|---|---|
Unwrap sequence |
Seams |
Controls if the seams (UV island borders) should be generated only for meshes that don't have them or always regenerated. Possible values:
|
UV islands |
Controls if the UV unwrapping should generated from meshes without UVs or for any meshes. Possible values:
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|
Packing |
Controls the packing/layout of UV islands of the meshes. Possible values:
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Layout customization |
Margin size |
Defines the spacing between UV islands. This setting applies a general percentage independent from the resolution. Possible values:
|
UV island orientation |
Control the orientation of the UV islands during the packing process. Possible values:
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|
UV Tiles |
Maximum number of UV Tiles |
If the UV Tiles workflow is enabled, this settings determine the maximum number of tiles to produce to distribute on the UV islands. |
Optimization |
Avoid elongated UV islands |
If enabled, this process will split UV islands considered too long to improve the usage of the texture space. Example of before (top) and after (bottom): ![]()
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