Zen Uv

Zen Uv

Zen UV is not only a plug-in toolkit for Blender, it is also a smart and fast way to spread UV on models.

Main features

  • World Orient operator to rotate UV islands according to the orientation in the model.
  • Stacking system. Automatic or manual stacking and unstacking of UV islands. Extremely useful for increasing Texel density and baking.
  • Relaxation operation. This is a new method of unwrapping that is well suited for working with organic models.
  • Copy/Paste Operators. Copy/paste parameters (structure, TD, position, size) between islands/faces/maps.
  • Quadrify Islands operator to straighten rectangular UV islands.
  • Full set of transformation tools. Move, rotate, scale, flip, fit, orient, sort and align islands and elements (vertices, edges, polygons).
  • Finishing system. It helps to control and manage the unwrapping status (finished/unfinished) of UV islands by labeling and visualization.
  • Different wrapping engines. Yes, you can use UVPackmaster 2, 3 and UV-Packer in Zen UV.
  • Zen Unwrap Operator allows you to mark selected edges/surfaces as seams and/or sharp edges and then unwrap through the marked edges.
  • The marking system helps you to automatically mark seams and/or sharp edges by angle, existing UV edges/sharp edges and manually.
  • Seam groups. Work with multiple seam groups!
  • Isolated island mode allows comfortable step-by-step processing of separate geometry sections.
  • The Checker Map system is a node-based system that contains Checker Textures specifically designed for Zen UV.
  • Available in both square and rectangular formats. Checker UV state on the model without destroying existing materials.
  • Texel Density. Get, set and check the Texel density of UV islands.
  • Sticky UV Editor for quick access to the UV Editor.
  • Advanced UV Map. Simultaneously copy, delete, clean and rename UV maps of selected objects.
  • Hard Ops plug-in integration. It allows to display UV operations in 3D view!
  • Smoothing by sharpening (toggle). One click to set hard/soft edges for perfect normal map baking

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