Automatic UV unwrapping for Blender
UVgami is a Blender add-on that allows you to automatically unwrap your meshes with a single button click.
There are three supported UV unwrapping engines. More info here.
Supported Operating Systems:
Blender 2.9+
UVgami.zip (don’t extract it)Unwrap button



Keep what’s finished and stop the rest. If the mesh is made up of multiple pieces, the finished ones will be kept and the rest will be moved to a collection so you can see what wasn’t unwrapped yet.

Cancel the unwrap and discard the UV map.
Cancel all active unwraps at once. This button appears when there are multiple unwraps in the queue.



Use symmetry when you have a symmetrical mesh. The more axes selected, the faster the unwrap will be.
ShiftShiftMerge is turned on, the symmetrical UVs will overlap and merge. This is good if you want your texture mirrored. Turning Merge off will result in a seam down the set axes.



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 below. For example, with 8 cores you can unwrap 8 meshes simultaneously.
Set a maximum time in minutes for each unwrap. If an unwrap exceeds this time, the mesh will be moved to the “UVgami 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.
(should be used with concurrent mode on)
This splits the mesh apart, unwraps the pieces separately, then joins them together when finished. Doing this will make the unwrap much faster and is very useful for high poly meshes.
Sometimes there are errors when cuts is turned on. This is because bisecting the mesh can produce invalid geometry.

Make even cuts along the XYZ axes of the mesh. The more cuts made, the faster the unwrap will be. Keep in mind there will be seams along the cuts so you wouldn’t want to do too many.
Hold shift to select or deselect multiple axes.
This is for if you want more control over where the cuts will be. You can manually mark seams and the mesh will be cut there.

Add Grid to apply a grid material to all selected objects. The shading mode will be changed to material preview.Add Grid button to remove the grid material from selected objects. The shading mode will be changed to solid.UV for a standard UV grid, or Colour for a coloured UV grid.Resolution to control the pixel size of the grid texture (default 1024).Auto Grid on to automatically add a grid after unwrapping a mesh
Packing uses the Blender packing engine. This is just to make packing a bit easier.
Margin slider to set the space between UV islands.Combine UVs on if you want to combine UV maps of multiple objects into a single UV map.Average Islands Scale on to scale all islands based on their actual space in 3D.Pack After Unwrap on to automatically pack UVs after each unwrap finishes.
Preferences to open the UVgami preferences dialog.The info section below shows information about past unwraps. Any errors will also be shown here.
Copy to copy all info to the clipboardClear to clear all info
Save the Blender file before and after unwrapping to avoid losing work.
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 in the 3D view while unwrapping.
Add meshes that failed to unwrap, were cancelled, or were stopped to a collection.
Reset all UVgami properties to their default values.
Pick the engine at the top of the main panel.
| Engine | Hardware | Install | Notes |
|---|---|---|---|
| OptCuts | CPU | bundled | Default CPU engine. Least stretching and islands, but slow |
| PartUV | GPU (CUDA) | settings, Windows and Linux only | GPU engine. Much faster than OptCuts on dense meshes |
| xatlas | CPU | bundled | Fast CPU engine. Sometimes better than Smart UV Project |
To use a different OptCuts build instead of the bundled one, select it with the button on the right of the Engine Path field. The optcuts app inside the engine folder is what should be selected. Builds are on the OptCuts engine releases as optcuts-engine-X.X.X-operating-system.zip.


Increasing the unwrap quality will produce a UV map with less stretching. This also will make the unwrap take longer, so it’s recommended to keep it at medium.

Use the existing UV map on the input mesh as the starting point.
Some use cases:

Select Overlap UV operator.
Draw to start drawing on the mesh
Before seam restrictions:


After seam restrictions:


Use the Weight slider to control how strictly the seam restrictions are followed. A higher weight will avoid the restricted areas more, but will take longer to finish the unwrap.

Press to enter visual mode. This will show a real time view of the unwrap as it progresses. All keyboard and mouse input will be blocked. Press ESC to exit visual mode.

Stop the unwrap early based on the amount of stretching.
Unwrapping high/medium poly meshes is very slow
Current ways to speed up the unwrap:
Concurrent mode on and increase the max coresSymmetry on if the mesh is symmetricalOptCuts can’t unwrap some non manifold meshes. For example, the Suzanne monkey head is invalid because it’s non manifold. Unwrapping it will have this result, where the eyes are unwrapped succesfully, and the head was not:

In this case, the problem is this area, which when fixed, will unwrap properly:

PartUV needs CUDA and runs on Windows or Linux. Install the add-on first, then in UVgami preferences click install. See below for the two segmentation install options:
A lower threshold produces more UV islands.
xatlas is bundled and auto detected like OptCuts. It’s very fast but will result in more islands/seams than Optcuts and PartUV. Though it can still have better results than Blender smart UV project.