Unwrap Me - Automatic seam generation and more (Try Before You Buy | $)

Unwrap Me

What is it?

Unwrap Me is a Blender add-on that generates UV seams automatically on your mesh, making the creation of UV charts faster and more precise.


  • Advanced seam generating algorithms for both low poly and high poly meshes
  • Control how much stretch you allow for the final UV charts
  • Grow charts directly on the mesh and see the results before unwrapping
  • Fully documented UI
  • Multi-threading acceleration, more CPU cores = faster!
  • An update feature that will keep the add-on updated when new features and improvements are released

More documentation / FAQ on the Blender Market page.

Buy from Blender Market

Download from Github

Github link

Buy Using Stripe Link inside the Add-on

The Blender Market price is slightly higher due to the extra BM fees, but you can also buy Unwrap Me by using the Stripe link in the add-on’s preferences, which will support Unwrap Me directly.

Comparison with Blender’s Smart UV Project


On the Blender Market docs page, click here.

Video Tutorials

The initial chart calculations can start from one face, or multiple connected faces which helps when dealing with symmetrical meshes. The procedural growth algorithm often works better for low-poly meshes.

By changing the developability setting you can choose how much stretch a chart has, lower means less stretch error.

You can manually select faces which will then be turned into individual charts. This way you have more control over how the UV charts are created. It can also be fully automated.

You can control how many charts are initially created, as well as merge them.

Known Issues and other Notes

  • You might need to use “remove overlaps” a couple times to get rid of all overlaps after unwrapping, you can use blender’s “select overlaps” to see if there are any left.
    Also this won’t remove overlaps caused by bad topology on the mesh itself.

Vow!!! Nice bro. Uniformly distributed UV is the biggest trouble. You did a nice step foreword here.

what the :exploding_head: :exploding_head: :exploding_head:

Seems interesting will see where this fits in my pipeline.

Are you intent on selling the addon or do you think about letting other people possibly contribute and apply for pull requests?

I think it’s too early to set anything in stone, we’ll see. I will say that implementing new features like this takes a lot of time and is difficult without support.

1 Like

Any direction you decide to take it, still really cool work.

Thanks, any feedback is good, also even if you don’t find it useful please say so. Or what you wish it could do. Right now performance speed is my main concern.

great addon but how did you find the paper?

You can find a lot of interesting ideas by following references.

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ok thanks for the reply

Bit of news since I disappeared for a while, I’m currently working on increasing the performance of this plugin since I realise that people don’t want to wait minutes for it to work. Unfortunately I’ve reached the limit of what I can do with Python so I’m porting it to a compiled language. Next update should theoretically take seconds instead of minutes, and then I can start adding more features.


Sick news, that was why i stopped using it after trying it out, it did what it was supposed to do but was really slow, was looking forward to using this with SLIM

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Hello everyone!

Next version is now out GET IT HERE.

Please note this release is WINDOWS ONLY. A Linux release will happen if there is enough interest.

This is a complete rewrite as a Python C extension, it’s now 600% - 900% faster!
On my somewhat dated CPU a 93,000 face mesh went from 3 minutes to 30s.
and 35,000 faces is now 5s!

Results will vary depending on the mesh and your settings. I will continue working on speeding things up.

Some general tips for performance:

  • Prefer “Grow from selected faces” and choosing the initial UV island locations yourself, this will often produce better results too since you can eyeball approximately how many charts you want and where to place them better than the algorithm.
  • Keep iterations sane, complicated meshes tend to have trouble converging so 20 iterations or less is usually fine.
  • Developability controls approximate distortion of the final chart (UV island), more distortion means bigger charts, means faster placement.

And finally please let me know if there are any issues, if possible upload a .blend file to help me debug.
If you go to Window > Toggle System Console you will also see some output while the script is working.


Nice work bro

The plan for the next update:

  • Even more speed
    I have ideas for more optimisations that can be done
  • Automatic inner-chart overlap removal
    After you do a UV Unwrap, you’ll be able to press a button and remove overlaps

I also have an idea for a new remeshing plugin, but I know there are other plugins that do this already, are you happy with them? Let me know so I can decide if it’s worth spending time on a new algorithm.


Hey why not improve and fix the ugly quadriflow remesher built-in in blender to look closer as quad remesher (aka zremesher)

1 Like

What is the license of your code, actually? Version 0.1 has no license file, so AFAIK makes it implicitly compatible with GPL as it uses GPL-licensed API but your version 0.2 seems straight mislicensed.

Version 0.1 has no license file

Everything you create is copyrighted by default, no license file = all rights reserved.

but your version 0.2 seems straight mislicensed

Read the license. It’s duel licensed because I’m using OpenBlas and I cannot distribute their binary without also including their license for it, like it says in their license.

so AFAIK makes it implicitly compatible with GPL

That’s not how it works. Think about it, if you use Linux which contains GPL work, does that mean everything you make on Linux is also GPL?
If you’re confused about GPL I’d recommend reading their FAQ. I know the license files can be difficult to understand.

Maybe, sometimes it’s easier to build something new than try and fix.