Automatically creates UVs for any mesh. Depending on your mesh, the following can occur:
Removes the UVs from the mesh.
Creates UVs for the currently active subdivision level by interpolating the model's UVs at the base level (level 0), only if UVs exist at the base level.
Produces a flattened copy of the 3D model. Vertices on the flattened version are repositioned to match the UV texture coordinate positions of the original model to allow texture painting or basic UV editing. The original version still exists and is made temporarily invisible. Hotkey: Alt + T.
Deletes a model previously flattened by Flatten to UV Space and restores the display of the original model. Hotkey: Alt + T.
Opens the How to Prepare Your Mesh for PTEX window, the PTEX Setup window, or both. See also Prepare a model for PTEX painting.
Opens the Extract Texture Maps window, which lets you set options for texture extraction. This process samples and extracts sculpted information from a source model (high resolution) and saves maps that can be applied to a target model (low resolution). See Texture extraction overview and Extract Texture Maps properties.
Using texture maps to replicate detailed sculpted data works around the limitations of 3D applications and games consoles that don’t support models with extremely high polygon counts.
Displaces a target model using gray-scale image maps. A range of bit depths for displacement maps are supported. See Sculpt using a displacement map and Sculpt Using Map window.