
To prepare a UV mesh for unfolding
Perform an initial UV mapping operation to produce a UV mesh. You can create UVs using any UV mapping technique. See Mapping UVs.
When Maya sends your UV mesh to Unfold, it sends a triangulated mesh. There are currently edge cases involving non-planar faces that may cause non-manifold scenarios in the triangulated mesh.
In the Cleanup Options window, ensure Select matching polygons and Nonmanifold geometry are selected.
When the checker pattern looks even, this indicates that the spread of UVs is even. An even spread of UVs is important to avoid texture warping when you apply your texture. In some cases you may need to experiment with different mappings to give you the best base to start with.
Anticipate that cuts will result in texture mismatches along edges, and locate edges on the model where they are least visible. For example, make cuts under the arms or on the back of the legs of a character.
Once you are satisfied with the cuts you’ve made, you are ready to unfold the UV shell. See Unfold a UV mesh.