Skip to main content

Re-Unwrap

Re-Unwrap is the refresh button for UVs after your seam layout changes. It runs Blender's unwrap with Easeam's saved unwrap settings, can include hidden geometry when needed, and restores your original mesh selection after the operation.

Re-Unwrap updating UV islands in Blender

What it does

  • Re-unwraps the current editing mesh object.
  • Can unwrap the whole mesh or only the current selection.
  • Can reveal and include hidden geometry during the unwrap pass.
  • Can unwrap each material as a separate pass.
  • Can auto-pack UV islands after unwrapping.
  • Can keep pinned UV islands in place while packing.
  • Restores the original object and mesh selection after it finishes.

Where to find it

  • View3D > Sidebar > Easeam > UV Tools > Re-Unwrap
  • View3D > Mesh Edit Mode > Alt + S > Re-Unwrap

Best use cases

Use Re-Unwrap when the seams are already placed and you want the UV layout regenerated without redoing the setup work:

  • refreshing UVs after adding, removing, or moving seams
  • testing a different unwrap method or margin setting
  • reprocessing all selected objects in one pass
  • separating unwrap passes by material before packing
warning

Re-Unwrap uses Blender's unwrap operator under the hood. Apply object scale first when accurate UV proportions matter. Dense models without a proper seam layout can unwrap slowly because Blender has to solve a larger, less constrained UV problem.

Workflow

  1. Select one or more mesh objects.
  2. Enter Edit Mode if you want to preserve or limit the active component selection.
  3. Adjust Easeam's unwrap settings if needed.
  4. Run Re-Unwrap.
  5. Tune the operator options in the redo panel.

If no objects are selected, the operator cancels and reports No objects selected.

Settings

Each Material

Runs the unwrap once per material used by the selected mesh objects. Faces with the same material are selected and unwrapped together, then Easeam moves to the next material.

Use this when material regions should stay grouped during unwrap instead of being solved as one combined mesh selection.

Auto Pack

Packs UV islands after the unwrap pass using Easeam's configured margin. This is slower than a plain unwrap, but it gives a cleaner final layout when you want an immediate packed result.

Default: off

Keep Pinned

Preserves pinned UV islands while packing. This affects the packing step, so it matters when Auto Pack is enabled.

Include Hidden

Reveals hidden mesh elements during the unwrap pass so they are included in the refreshed UV layout.

Default: enabled

Only Selected

Limits the unwrap to the current selected geometry. When this is off, Re-Unwrap selects the full mesh for the unwrap pass and then restores your original selection.

Default: off

Unwrap Settings

Re-Unwrap uses the shared Easeam unwrap settings shown in its redo panel:

SettingBehavior
MethodChooses Blender's unwrap method, such as Angle Based or Conformal.
IterationsSets solver iterations when Method is Minimum Stretch.
Fill HolesVirtually fills holes before unwrapping, which can help avoid overlaps and preserve symmetry.
Correct AspectUses image aspect ratio when calculating UVs.
Use Subdivision SurfaceUses positions from the evaluated subdivision surface modifier when calculating UVs.
Margin MethodControls how Blender interprets the unwrap margin.
MarginSets spacing between UV islands during unwrap and packing.
No FlipPrevents UV flips, which can reduce distortion when pins are involved.
Use WeightsEnables vertex group weights for weighted parameterization.
Weight GroupSelects the vertex group used when Use Weights is enabled.
Weight FactorControls how strongly the weight group influences the unwrap.

Tips

  • Use Only Selected for targeted fixes after editing a small part of the seam layout.
  • Leave Include Hidden enabled when hidden faces should stay consistent with the visible UV layout.
  • Use Each Material when material boundaries are meaningful UV groups.
  • Keep Auto Pack disabled while testing seam changes to speed up Re-Unwrap; enable it only for the final packed result.
  • Pin important UV islands before packing, then keep Keep Pinned enabled.