Unwrap UVW Modifier > Face sub-object level > Map Parameters rollout > Pelt > Edit Pelt Map
The primary function of the Pelt Map Parameters dialog is to let you stretch out the UVW coordinates into a flat, unified map that you can then use for texturing. When the dialog is open, the stretcher appears in the Edit UVWs dialog window as a circle of points, each of which is attached to a vertex on a pelt seam. You can manipulate these vertices exactly as any other vertex in the editor, selecting, rotating, moving, etc. Other special functions available on the dialog let you straighten out stretcher vertices, snap them to the pelt seams, and so on.
The lines connecting the stretcher vertices to the pelt-seam vertices function as springs that pull the pelt seams outward in an animated simulation. After you set up the pelt UVs and the stretcher shape, you run the simulation by clicking the Simulate Pelt Pulling button. Depending on the results, further adjustment and simulation might be required.
While Pelt mode is active and the Edit UVWs dialog is open, most standard UVWs editing functions are also available. So, for example, instead of stretching the entire pelt, you could select a subset of UVs to stretch. To access any commands that are unavailable in Pelt mode, such as Mapping menu commands, simply close the Pelt Map Parameters dialog.
The primary Pelt Map commands are activated via the buttons in the Simulation group. Other functions on this dialog let you adjust various stretching parameters.

These tools help adjust the stretcher shape.
Reset Stretcher—Returns the stretcher and the pelt UVs to their default shape and orientation, losing any stretching or editing of the stretcher or mapping coordinates.
Snap To Seams—Aligns all the stretcher points to the edge seams on the pelt UVs. This causes the stretcher to take on the pelt outline.
For best results, use this command only after stretching.
Straighten Stretcher—Lets you specify a polygonal outline for the stretcher by moving points. When this mode is active, move one stretcher vertex, and then move a second, non-adjacent point to line up all intervening vertices in a straight line between the two. This process is fully interactive; as you move the second vertex, the intervening vertices continually change position to maintain the straight line. Continue moving vertices to create a polygonal outline; to quit, click Straighten Stretcher again.
Note: While Straighten Stretcher is active, you can pan and zoom the editor window at any time using contextual controls (middle-button drag or turn mouse wheel, respectively) to access a different part of the window. After doing so, the software still remembers the last vertex you dragged and draws a straight line between it and the next one you drag. Similarly, you can adjust the window using the control buttons and then return to straightening the stretcher. If the control requires more than a single click, such as Pan, exit the control by right-clicking in the window and then return to straightening the stretcher.
Tip: To create a symmetrical outline for the stretcher, create the outline on one side and then use Mirror Stretcher (following).
Mirror Stretcher—Mirrors the stretcher points from one side of the mirror axis (see following) to the other. By default, Mirror Stretcher mirrors the points from the right side to the left.
Mirror Axis—Lets you specify the orientation of the mirror axis. The axis takes the form of three yellow lines forming a T. The leg of the T indicates the side that will be mirrored when you use Mirror Stretcher (see preceding), and the crossbar indicates the axis across which the mirroring will occur. Default=0.0. Range=0.0 to 360.0.
These commands let you select all the stretcher points or the pelt UVs. As with other selection methods, you can press and hold Ctrl when you use either of these to add to the current selection. That is, to select all stretcher points and pelt UVs, click one button, press and hold Ctrl, and then click the other button.
These parameters control the springs that are used to stretch the pelt. In most cases you won’t need to change these values, except possibly for Pull Strength.
Pull Strength—The magnitude of the stretching action when you click Simulate Pelt Pulling. Default=0.1. Range=0.0 to 0.5.
If the stretching is too gradual, increase Pull Strength for a more forceful stretching action.
Stiffness—Sets the rate at which the springs pull. The higher the Stiffness value, the more abrupt the pulling action. Default=0.16. Range=0.0 to 0.5.
Dampening—Applies a dampening or inhibiting factor to the pulling action. The higher the Dampening value, the greater the inhibition of the stretcher. Default=0.16. Range=0.0 to 0.5.
Decay—The rate of falloff of the influence of each pelt-seam vertex on the other mapping vertices. Higher Decay values typically result in significantly greater stretching, or undesirable results. For best results, keep the Decay value low. Default=0.25. Range=0.0 to 0.5.
Lock Open Edges—Locks the open edges in place. This typically applies to using the stretcher on a partial selection of mapping vertices in the pelt region. When Lock Open Edges is on, selected vertices next to unselected vertices tend to stay in place during stretching. When Lock Open Edges is off, the selected vertices tend to pull away from the unselected vertices.
These are the main controls for the simulation, in which the springs attached to the stretcher pull the pelt seam vertices out, flattening the UVs. For best results, alternate between running the simulation (click Simulate Pelt Pulling) and relaxing the mesh.
Iterations—The number of times the simulation will run through when you click Simulate Pelt Pullings. Default=20. Range=1 to 100.
Often, you'll need to run repeated simulations to get the desired result.
Samples—The number of samples around each pelt-seam point used in the simulation. A higher value results in a greater pulling effect. Default=5. Range=1 to 50.
Relax (Light)—Causes a relatively weak normalization of the distances between mapping vertices.
Relax (Heavy)—Causes a relatively strong normalization of the distances between mapping vertices.
Simulate Pelt Pulling—Runs the simulation, pulling the pelt seam vertices towards the stretcher points. To abort the simulation process, press Esc.