A UV map is the flat representation of the surface of a 3D model, typically used to display textures. The process of creating a UV map is called UV unwrapping and can be automated using InstaLOD. Additionally, the UV Pack mesh operation can pack the UV shells into an alternative layout without unwrapping to preserve their shell shapes. This can be done to pack them in a more efficient layout.
The following overviews the settings for the UV Unwrap mesh operation:
The UV Unwrap mesh operation automatically packs the generated UVs correctly using the internal UV packer. The UV Pack Mesh Operation can, however, be used as a standalone feature to pack existing UVs more efficiently. The following overviews the settings for the UV Pack mesh operation:
The Unwrap Strategies use different algorithms to optimize the layout of hardsurface and organic models.
The Hardsurface Axial algorithm uses an axial projection and stitches individual UV shells together to generate fewer and larger patches than other software solutions, as can be seen below. This technique works very well for hard surface models that have flat surfaces pointing towards the world-space axis.
Example: Low poly cylinder - upright position.

Left: Hardsurface Axial (InstaLOD) VS Right: Automatic Unwrap (Maya)
The Hardsurface Angle algorithm evaluates the scene and projects UVs from different world-space angles. This Technique works very well for hard surface models that don't have their surfaces pointing directly towards the world-space axis.
Example: Low poly cylinder - rotated by 45 degrees.

Left: Hardsurface Angle (InstaLOD) VS Right: Automatic Unwrap (Autodesk Maya)
The Organic algorithm follows the edge flow of models when generating UVs to improve the unwrapping of organic models. Using the Organic mode typically generates larger and fewer UV shells than the other Unwrap Strategies.
Example: Low poly sphere

Left: Organic (InstaLOD) VS Right: Automatic Unwrap (Autodesk Maya)
The Automatic algorithm evaluates the scene and chooses which of the available algorithms (Organic, Hardsurface Axial, Hardsurface Angle) is best to apply to the scene (tendency towards Organic).
The Primitive Projection algorithm allows you to choose from a selection of 3D primitives such as plane, cylinder, sphere (standard, ball, or shrinkwrap), and box. Use the Adjust To Selection button to fit the projection to the bounds of the selected objects in the scene. Alternatively, turn on Fit To Bounding Box to have InstaLOD automatically adjust the projection to the scene it is currently processing. This allows the operation to adapt automatically and creates a scalable workflow that can process thousands of meshes without changes to any settings.
Each 3D primitive can be manipulated in the 3D viewport and can be scaled, rotated, and translated to adjust the projection.
The Primitive Projection operation can be found in the UV Unwrap mesh operation, as a Scene Rule, or from the Mesh menu.
