One Click UV – Auto UV Unwrap

blenderustad in Modeling


The problem

Manual UV unwrapping eats time you would rather spend modeling or texturing. You mark seams, run Unwrap, find a stretched or overlapping island, undo, and try again, and if the mesh changes later you do it all over. Blenders built-in Smart UV Project is fast but often tears organic shapes into dozens of uneven islands, and it has no idea that a head needs its face kept in one piece or that a wheel needs rim and tread cuts in specific places.

The solution

One Click UV reads the shape in front of you and plans real seams for it before unwrapping, not a generic projection. Pick Round Objects for heads, cylinders, spheres and rings, Flat Objects for hard-surface panels and props, or Clothes for garments, or just hit Auto UV and let it classify the mesh for you. Every result is validated for overlaps and usable area before it is applied, and your original UV maps and materials are never touched unless you explicitly ask for a texture transfer.


Shape-aware unwrapping, not projection

  • Heads: keeps the central facial surface as one connected island, with separate ear, neck and back-of-head cuts. Front/Up direction overrides handle ambiguous orientations.
  • Round primitives: cylinders get cap rims plus one side opening, spheres get a pole-to-pole cut, tori get an inside loop plus a transverse opening.
  • Mechanical parts: wheels get rim/hub/shoulder loops with a tread opening; hollow pipes get separated inner and outer walls; cups separate floor from underside; cutaway and windowed cylinders get feature-boundary cuts.
  • Hard-surface props: topology-based chart construction with automatic recovery if a cut cannot be validated.
  • Clothes: minimal-piece cloth charts with short opening cuts, so seams stay out of visible fabric where possible.

Built to not break your file

A solver crash on a dense mesh should not cost you your scene. UV solving runs in an isolated background process with Cancel and a per-object time limit, so a stuck object cannot freeze Blender. If a shape-specific plan cannot be validated, the engine automatically falls back to a simpler method rather than leaving you with broken UVs, and if nothing valid can be produced, your mesh is rolled back exactly as it was.


Live Auto UV

Turn on Live Auto UV and keep sculpting or modeling. It watches your geometry, waits for edits to settle, then re-unwraps automatically in the background. Pause it, resume it, clear a backed-up queue, or retry only the objects that failed, without stopping what you are doing.

Your existing textures stay yours

When a selected object already has UV-dependent materials, you choose: Keep (new UV map created, old materials keep using the old map), Skip (leave textured objects out of the batch), or Transfer (bake supported materials onto the new layout as separate images/materials, with a one-click Restore back to the pre-transfer mesh and materials).

Key Features

  • One-click Auto UV with shape detection - automatically classifies a mesh as organic, hard-surface or cloth. No manual seam marking for routine objects.
  • Round Objects engine - shape-aware charts for heads, cylinders, spheres and tori. Fewer, cleaner islands than generic projection on organic and round shapes.
  • Flat Objects engine - topology-based chart construction with validation and automatic recovery. Predictable seams on hard-surface props without hand-placing cuts.
  • Clothes engine - minimal-piece garment charts with short opening cuts. Fewer seams crossing visible fabric.
  • Mechanical seam rules - dedicated planning for wheels, hollow pipes, cups and cutaway/windowed cylinders.
  • Overlap and area validation on every run - invalid results are rejected and rolled back automatically, so you never discover a broken bake after the fact.
  • Isolated, cancellable solver - UV solving runs in a separate background process with Cancel and a per-object time limit, so a crash on one object cannot take down your open Blender session.
  • Live Auto UV - watches geometry changes and re-unwraps automatically once edits settle, with pause/resume/retry/clear controls.
  • Keep / Skip / Transfer for existing textures - explicit control when a selected object already has UV-dependent materials, plus one-click Restore after a transfer.
  • Batch processing with scope control - run on the current selection or every eligible mesh in the scene.
  • Run details and failure reporting - a details panel lists exactly what was skipped, why, and what was recovered.
  • Original UV maps always preserved - the addon adds a new UV map rather than modifying existing ones.


Workflow Benefits

  • Before: mark seams, Unwrap, inspect for stretch/overlap, undo, repeat, per object. After: select the object, pick a preset, move on.
  • Before: redo a heads ear/neck/back seams from scratch every time the sculpt changes. After: Live Auto UV catches the change and re-unwraps once you stop editing.
  • Before: stop and manually inspect each object in an imported batch to see what already has textures. After: one dialog shows what is affected and lets you choose Keep/Skip/Transfer for the whole batch at once.
  • Before: a long solve on a dense mesh risks freezing Blender with unsaved changes. After: the solve runs isolated with a time limit and a visible Cancel button.
  • Before: texture-transfer bakes are a one-way risk. After: a backup is kept automatically and Restore puts the object back exactly as it was.

Who it is for and Use Cases

  • Character artists who need a clean, reusable UV layout on heads and busts without re-deriving ear/neck seams by hand each time.
  • Hard-surface and prop artists working with imported or kitbashed assets that need fast, consistent UVs across many objects.
  • Game asset creators unwrapping batches of props, vehicle parts (wheels, pipes, cylindrical hardware) and clothing.
  • Sculptors who want their UV map to track an evolving mesh through a modeling session via Live Auto UV.
  • Anyone importing GLB/FBX models with existing materials who wants new UVs without destroying the original textures.

$17

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Details
Blender Extension Compatible Yes
Published about 9 hours ago
Blender Version 3.2 - 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL