UVMapper Professional keeps track of the last mapping projection mode you used and will repeat it (with the same settings) when you select this option. You can also use the hotkey Ctrl+Q.Planar
BoxWhen the interactive mapping mode is not selected, this option will bring up the Planar Mapping dialog box. If there is a selection active, only the selected facets will be projected, i.e. have their texture coordinates changed. When the interactive mapping mode is selected, choosing this option toggles the interactive mapping mode between one sided planar mapping and two sided planar mapping. This will be reflected in how the interactive mapping cage is displayed, as well in the projected texture map.
See also: Planar Mapping, Interactive Mapping.
CylindricalWhen the interactive mapping mode is not selected, this option will bring up the Box Mapping dialog box. If there is a selection active, only the selected facets will be projected, i.e. have their texture coordinates changed. When the interactive mapping mode is selected, choosing this option selects box mapping for the interactive mapping mode. This will be reflected in how the interactive mapping cage is displayed, as well in the projected texture map.
See also: Box Mapping, Interactive Mapping.
SphericalWhen the interactive mapping mode is not selected, this option will bring up the Cylindrical Mapping dialog box. If there is a selection active, only the selected facets will be projected, i.e. have their texture coordinates changed. When the interactive mapping mode is selected, choosing this option toggles the interactive mapping mode between cylindrical mapping mode and cylindrical cap mapping mode. This will be reflected in how the interactive mapping cage is displayed, as well in the projected texture map.
See also: Cylindrical Mapping, Interactive Mapping.
PolarWhen the interactive mapping mode is not selected, this option will bring up the Spherical Mapping dialog box. If there is a selection active, only the selected facets will be projected, i.e. have their texture coordinates changed. When the interactive mapping mode is selected, choosing this option selects spherical mapping for the interactive mapping mode. This will be reflected in how the interactive mapping cage is displayed, as well in the projected texture map.
See also: Shperical Mapping, Interactive Mapping.
LSCMWhen the interactive mapping mode is not selected, this option will bring up the Polar Mapping dialog box. If there is a selection active, only the selected facets will be projected, i.e. have their texture coordinates changed. When the interactive mapping mode is selected, choosing this option selects polar mapping for the interactive mapping mode. This will be reflected in how the interactive mapping cage is displayed, as well in the projected texture map.
See also: Polar Mapping, Interactive Mapping.
LSCM stands for Least Squares Conformal Mapping. This method minimizes angle deformations when mapping the 3D facets onto a 2D space.  It is the most efficient way to generate texture maps with the least amount of distortion possible. Unfortunately it is computationally expensive and therefore is not available in the interactive mapping mode.  You can easily control the results of the mapping by selecting vertices to pin them while all unseleted vertices are free to be remapped.
This item displays a submenu of options for controlling interactive mapping in UVMapper Professional. For a description of how to use interactive mapping as well as a full description of each of these options, please see Interactive Mapping.
This feature allows you to rotate a copy of the model's geometry that is used by the projection routines (e.g. Planar Mapping, Cylindrical Mapping, etc.) Enter the angles in degrees that you would like for the rotation around each axis. The actual geometry of the model is not changed. You do have the option of saving the rotated version of the geometry when exporting the model by selecting Export Using Rotation Settings in the OBJ Export Options dialog box.
See also: File Menu.
Use this command to rearrange the entire texture map so that each group, material, region, or island is placed in it's own section, or tile, of the map.  The four options, Group, Material, Region, and Island allow the map to be divided accordingly.  (Note: Islands are unconnected sections of the UV map.)
There are two options when you select the Tile by command:
Gaps in Texture Map - When this option has been checked, UVMapper Professional will leave a small amount of space between each tile.  If you would like each group, material, region, or island to use the full area of each tile, be sure this option is unchecked.
Rescale each Selection - When this option is checked, each group, material, region or island will be scaled to fill the full area of its tile (or slightly smaller if "Gaps in texture map" has been selected.)  This option is especially useful when you have several groups, material, regions, or islands that are quite small on the texture map.  Rescaling them helps to make the best use of space on your texture map.
Color | Natively
Color | by GroupWhen this option is selected, the texture map template in the 2D preview will shade each material using the diffuse color from the material settings for the model.
See also: Material Properties.
Color | by MaterialWhen this option is selected, the texture map template in the 2D preview will be drawn to show each group with it's own color. There are currently fourteen different colors. If there are more than fourteen groups the colors will be reused.
Color | by RegionWhen this option is selected, the texture map template in the 2D preview will be drawn to show each material with it's own color. There are currently fourteen different colors. If there are more than fourteen materials the colors will be reused.
When this option is selected, the texture map template in the 2D preview will be drawn to show each region with it's own color. There are currently fourteen different colors. If there are more than fourteen regions the colors will be reused.