Projects UV texture coordinates
            onto the selected subdivision surface from multiple angles simultaneously.
         
         
         Subdiv Surfaces > Texture > Automatic
                  Mapping >   
 
            
            - Planes
- 
                  Select the number of planes you are projecting from.
                        The more planes used, the less distortion occurs and the more UV
                        shells created. You can choose a projection mapping based on shapes with
                        4, 5, 6, 8 or 12 planes. 
                      
Optimize
               Select
                  how you want the projection optimized. 
               
               - Less Distortion
- 
                     Projects all planes equally. While this method provides
                           the best projection for any face, you may end up with more pieces.
                           It is particularly useful if you have a symmetrical model and you want
                           the pieces of the projection to be symmetrical. 
                         
- Fewer pieces
- 
                     Projects each plane until the projection encounters
                           a projection angle that is not ideal. This can result in larger
                           pieces, and fewer of them. 
                         
Shell Layout
               Select
                  where you want the UV pieces to lie in the texture space.
               
               - Along U
- 
                     Positions the pieces along the U axis. 
                         
- Into Square
- 
                     Positions the pieces within the 0 to 1 UV texture space.
                         
Scale mode
               Select
                  how you want the UV pieces scaled within the texture space.
               
               - None
- 
                     
                  
- Uniform
- 
                     Scales the pieces to fit the 0 to 1 texture
                           space without changing the aspect ratio. 
                         
- Stretch to Square
- 
                     Stretches the pieces to fit the 0 to 1 texture space.
                           The pieces may become distorted.
                         
Shell stacking
               Determines
                  how the UV shells get stacked in relation to each other when laid
                  out in the UV Texture Editor.
               
               - Bounding Box
- 
                     Creates a rectangular bounding box around each
                           UV shell, then stacks the shells based on the borders of the bounding
                           boxes. The UV shells will have more space between them when this
                           option is set.
                         
- Shape
- 
                     Stacks the UV shells based on the boundaries
                           of each individual shell. The UV shells can be more tightly arranged
                           to fit into any available spaces when this option is set.
                         
- Spacing Presets
- 
                  Maya
                        puts a bounding box around each piece and lays out the pieces so
                        that the bounding boxes are very close together. If the shells end
                        up positioned exactly next to each other, two UVs on different shells
                        can share the same pixel and when painting a texture with the 3D
                           Paint Tool, overscanning can cause the paint to spill
                        onto the adjacent shell.
                      To avoid this situation, ensure that there is
                        at least a pixel between the bounding boxes by selecting a spacing
                        preset from this menu. Select a preset that corresponds to your
                        texture map size. If you don’t know the size, select a smaller map,
                        which will result in a larger spacing between adjacent shells in
                        UV space. (The smaller your map in pixels, the bigger the UV spacing
                        must be between bounding boxes.)
                      Select Custom to
                        set the size of the space as a percentage of the map size (in the Percentage Space box).
                      
- Percentage Space
- 
                  If
                        you select Custom beside Spacing
                           Presets, enter the size of the space between bounding boxes
                        as a percentage of the map size.
                      NoteAfter performing an Automatic Mapping projection,
                           you can modify the Planes, Optimize, Layout,
                           and Scale settings for the projection
                           in the Channel Box. However, do not
                           modify these settings after painting a texture—the UVs
                           may change drastically.