We use those as the foundation to other tools, like the Auto UV SOP.

The goal for the automatic UVs is for them to not need any touch-up, but we realize we still have a little bit to go. For organic objects like rocks and trees we get pretty close, but for something like a character or gun you’ll want to go in and clean it up.

The main idea behind this whole automated pipeline is not to generate final quality assets (although that’s the long-term goal). But to enable you to get an asset into a game engine in under 5 minutes to where you can make good decisions about the asset in context. So instead of spending hours manually retopoing and UVing an asset just to bring it in the game and realize that the proportions are wrong, you can quickly get something representative in the game and make your decisions.

Auto UV SOP

The Auto UV Sop is our most popular tool in the Games Development Toolset. Its main purpose is to, well, generate automatic UVs. There are very few people that actually enjoy UVing. In an ideal world that’s a task that goes away entirely, similar to generating LODs and Lightmap UVs. We’re hoping the Auto UV Sop is a step in the right direction.

It currently has 3 modes.