Face - selects a face
Apex - By hovering over a face one instance of the vert can be selected
Select - Face (on the UV map) select
Move - This also incorporates the marquee for selection, but will move selected UVs
Rotate- rotates selected Uvs
Scale - scale selected UVs. shift constrains proportionally
The Icons are possible mapping options. Planar, cylindrical or spherical. The Z axis will be the seam.
Normalise - Any UVs outside the 0,0 and 1,1 coords will be moved inside.
Unify - Two or more selected UVs will be stitched
Separate - The seam of the selected UV will be split on both axis
Project - Selected faces (on the mesh) will be projected on to the UV screen
Align - Aligns selected UVs on the same U or V axis
Copy - ?
Paste - ?
SW rotate - select UV face and any texture applied will be rotated
SW invert - As above but inverted
Atlas - This is probably the best place to start with UV mapping. It will take your whole object and lay out the UVs proportionally to a square grid.
Export - Takes a snapshot of your current UV layout which can then be exported for use in a 2d paint programConfig - Various grid and snap to grid options. The slider at the bottom controls the display brightness of any textures
Unwrap - Collapses most of this menu
CurObj - Toggle for more than one obj with the same mat
Material - toggle for showing Uvs of obj having a different mat
Texture - as above
Select - toggle for faces selected on mesh
Repeat - For tiling textures
Grid/Snap - see config
Object - Obj visibility (acts as a second switch after visible in object panel)
Select - (yet another one!) Selected UVs will be highlighted, on the mesh, as spikes
Pages in category "UV mapping"
This category contains only the following page.