user: Describe Unwrap from the Blender manual or Python API, including usage steps and snippets.

assistant: Cuts the selected faces along their [seams](../uv/unwrapping/seams.html),
flattens them, and lays them out on the UV map. Previously existing UV coordinates are overwritten.
Useful for organic shapes.

[[image reference removed]](../../../_images/modeling_meshes_editing_uv_unwrap-example.png)

Result of unwrapping Suzanne.

### Options

The [Adjust Last Operation](../../../interface/undo_redo.html#bpy-ops-screen-redo-last) panel allows fine control over how the mesh is unwrapped:

Method
:   Angle Based:
    :   Uses Angle Based Flattening (ABF). This method gives a good 2D representation of a mesh.

    Conformal:
    :   Uses Least Squares Conformal Mapping (LSCM).
        This usually results in a less accurate UV mapping than Angle Based, but performs better on simpler objects.

    Minimum Stretch:
    :   Uses Scalable Locally Injective Mapping (SLIM). This tries to minimize distortion for both areas and angles.

Fill Holes
:   Virtually fill holes in the mesh before unwrapping, to better avoid overlaps and preserve symmetry.

Use Subdivision Surface
:   Use the new vertex positions that were calculated by the [Subdivision Surface Modifier](../../modifiers/generate/subdivision_surface.html)
    (rather than the original positions from before any modifiers are run).

Correct Aspect
:   Adjusts the UV mapping to account for the aspect ratio of the image associated with the material.
    This ensures that UVs are scaled correctly when unwrapping onto non-square textures.

    For this option to work, the mesh must have a material with an
    [Image Texture node](../../../render/shader_nodes/textures/image.html), and this node must be selected in the
    [Shader Editor](../../../editors/shader_editor.html).

Iterations Minimum Stretch
:   Number of iterations for the *Minimum Stretch* method, where each iteration reduces the distortion further.

No Flip Minimum Stretch
:   Disallow flipping faces. Allowing it sometimes results in less distortion when there are [pins](../uv/editing.html#bpy-ops-uv-pin).

Importance Weights Minimum Stretch
:   Lets you specify a vertex group to manually influence the size of certain faces in the UV map.
    Faces around high-weight vertices will take up more space in the UV map than ones around low-weight vertices.

    When enabling this option, two more appear:

    Weight Group
    :   The name of the vertex group to use.

    Weight Factor
    :   A global factor to multiply all the weights by. A bigger number will result in a more exaggerated
        difference between high-weight and low-weight areas.

Margin Method
:   The meaning of the *Margin* parameter, which determines the size of the empty space between UV islands.

    Scaled
    :   The *Margin* is a more or less arbitrary measure with no direct relation to the sizes of the UV islands or
        the texture.

    Add
    :   As above, but without the internally calculated scaling factor.

    Fraction
    :   The *Margin* is a fraction of the UV bounds. This means that, if you have a 1024x1024 texture and
        set the *Margin* to 1/1024, each UV island will have a margin of 1 pixel around it (and islands will
        be no closer than 2 pixels to each other).

Margin
:   How much empty space to leave between islands. Controlled by *Margin Method*.