Quadify Seam
Quadify Seam is the UV seam marking and unwrapping system built into Quadify Ultra. It analyses mesh geometry and places UV seams using one of several strategies, then unwraps and packs islands automatically.
Accessing Seam Tools
The Seam tools are available in the Quadify Ultra N-panel tab under the UV section. They operate on the active mesh object and can process multiple selected objects when Batch is enabled.
Seam Marking Strategies
AUTO — Analyses the mesh and selects the best strategy based on geometry type. Recommended for most meshes. It evaluates panel structure, curvature, and hard edges before committing to a strategy.
PANEL_EDGE — Places seams along detected panel boundaries. Best for automotive, product design, and hard-surface meshes with clear panel divisions.
SHARP_EDGE — Places seams along existing sharp edges. Mirrors the mesh's visual hard-edge definition into the UV layout. Best for meshes where the sharp edge marking already captures the right seam structure.
ANATOMICAL — Uses semantic mesh region detection to place seams at natural body landmarks. Best for character and creature meshes.
SILHOUETTE — Places seams along silhouette edges relative to a configurable view direction. Best for stylised or prop meshes where hiding seams from the camera-facing direction is the priority.
ANGLE — Places seams wherever adjacent face normals exceed the angle threshold set in the panel. A lower threshold produces more seams and flatter islands; a higher threshold produces fewer seams with more distortion per island.
Unwrapping
After seam marking, click Unwrap to run the unwrap pass. The unwrapper uses Blender's Angle Based Flattening method constrained by the seams placed by the chosen strategy. The result is then packed using the engine margin preset.
If the stretch score after unwrapping exceeds the target threshold (0.25 by default), Seam will automatically run the optimizer — tightening the angle threshold and re-marking until the target is met or the iteration limit is reached. The final stretch score is shown in the panel after the pass completes.
Island Packing
Island packing runs automatically after unwrapping. The packer uses the Engine Margin preset to set island gutters appropriate for the target platform.
UE5 — 4 texel margin at 1024 resolution, scaled proportionally at other resolutions.
Unity — 2 texel margin at 1024 resolution.
Custom — Enter a margin value directly in pixels at your target resolution.
To repack existing islands without changing seams, click Repack Islands. This is useful after manual seam edits or after adding geometry to an already-unwrapped mesh.
Texel Density
After packing, click Normalize Texel Density to scale all UV islands to the same texel density. Choose a density preset — Game Low, Game Standard, Film, or Custom — from the dropdown before normalising. The target density in texels per metre is shown next to the preset label.
UV Report
Click UV Report to generate a quality summary for the active or selected objects. The report shows island count, stretch score, and texel density per object. Enable Export CSV to write the report to the directory containing the current blend file.
Batch Mode
Enable the Batch toggle to process all selected mesh objects with the same strategy and settings. Each object is processed in sequence. The UV Report in batch mode aggregates results across all objects.
Tips
Run the retopology pass in Quadify Ultra before using Seam — clean quad topology produces significantly better unwrap results than triangle-heavy meshes. If AUTO strategy produces high stretch on complex curved meshes, try PANEL_EDGE or ANGLE with a lower threshold. Use Repack Islands after any manual seam adjustments rather than running a full re-mark pass.