A layout you can actually paint on
UV Unwrapping
Generated UVs are a by-product — fragmented, unevenly scaled, seamed wherever the algorithm found convenient. Unwrapping gives you a real layout, and shows you what it did.
What it does
A usable layout
Even texel density and sensible islands, rather than the fragmented set reconstruction leaves behind.
See the islands on the model
Hover an island in the layout and it highlights on the mesh — whole islands, not single polygons, on both the solid and wireframe views.
The prerequisite for texturing
No amount of texture quality fixes a bad wrap. This is what raises the ceiling.
Works on your own meshes
Upload a GLB that never had a layout, or has a bad one, and unwrap it here.
How it works
- Retopologise firstA new mesh has a new layout, so unwrapping before retopology means doing it twice.
- Run the unwrapPriced and quoted before it runs.
- Inspect the layoutThe islands are drawn beside the model, linked by hover so you can see which part of the mesh each one covers.
- Texture or bakeThe layout is what everything downstream writes into.
What people use it for
- Preparing a generated model for hand-painted or procedural texturing
- Baking detail from a dense mesh onto a clean one
- Fixing a layout that produces blurry patches at one texture resolution
- Giving an uploaded mesh a layout it never had
What it cannot do
- Dense meshes exceed practical unwrapping limits — that is a signal to retopologise first, not to find a bigger machine
- It produces one layout. Baked lighting needs a second, non-overlapping channel
- Seam placement is algorithmic, so a seam may land somewhere an artist would have avoided
The details
- Input
- Any finished model, ideally retopologised
- Viewer
- Interactive layout with island highlighting
- Order
- After retopology, before texturing