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hoseinasadi
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Not sure if linking works, so ill just copy and paste. According to autodesk docs:

 

To use Pelt mapping:

Apply Unwrap UVW to the object.

Make an edge selection that you can later convert to pelt seams. It's not absolutely necessary to do this at this point, but the Edge sub-object level of the modifier gives you handy Ring and Loop tools as well as buttons to expand and shrink the edge selection automatically.

TipCreating the pelt seams is more art than exact science. Visualize the way the mesh should lie flat, and then select edges so the UVs can split in a natural way.

Go to the Face sub-object level of the modifier and select the faces to pelt-map. To select all faces, press Ctrl+A.

If you made an edge selection in step 2, click Peel rollout (Convert Edge Selection To Seams). This copies the edge selection to seams.

Alternatively, if you didn't select edges to convert to seams, use (Edit Seams) and/or (Point-to-Point Seams) to specify seams in the viewports.

The pelt seams appear on the mesh as blue lines.

If you're not pelt-mapping the entire mesh, you probably want to map a region enclosed by a pelt seam. Click a face within the region to map and then click (Expand Face Selection to Seams).

This expands the face selection to the full size of the region defined by the seam.

NoteYou can pelt-map only one such region at a time.

On the Peel rollout, click (Pelt).

This opens the Pelt Map dialog. It also opens the Edit UVWs dialog, if necessary, and displays the pelt UVWs and the stretcher in the editor window. By default, the stretcher appears as a circle of points centered on the pelt UVWs, with only the stretcher vertices selected. Also, springs, represented as dashed lines, connect the stretcher points and the pelt-seam vertices.

If necessary, rotate the Pelt UVs so that the mapping coordinates are oriented correctly, and rotate the stretcher so that the springs form a symmetrical pattern. Typically you're looking for left-right symmetry.

TipUsing Ctrl+click adds to the existing selection, as in the viewports.

On the Pelt Map dialog, click Start Pelt.

The springs contract, pulling the pelt seam vertices toward the stretcher points. The internal UV vertices are also affected by this action. You can adjust the extent to which they're affected with the Decay setting on the Pelt Options rollout.

The simulation runs continuously until you stop it by clicking the Stop Pelt button. Do so when you’re satisfied with the solution, or would like to adjust something.

Continue adjusting the stretcher points, mapping vertices, dialog settings, and so on, and re-running the solution until you get the desired results. If things get out of hand, simply undo, or click Reset and start over.

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