Hm, I think it would be handy to have such features in 3dc also. ok.
UVLayout also has the ability to create 'pins' (using the A key shortcut) that hold specific vertices in place as the smoothing is carried out, very handy for the smoothing of tight corners in which you never want some vertexes to move and create overlaps.
Actually im not quite sure but have seen on youtube, that in zbrush unwrapped model also could be tweaked and threated with brushes just like any 3d tools in flattened mode. But have not tried that approach with UV master... I am lazy(
I create the base UV cuts in ZB/UVMaster, those cuts work as a great starting point while the auto-UV option in 3DCoat just creates garbage which's unfortunately as useless as hard to clean up. I then edit and smooth them in 3DCoat using its excellent UV toolset.
I am agree of course, but in practice you will often approach details wich needed to be cut-off for better unwraping horns, pimps... noses and ears are also annoying you know it...
Anyways, my point stands that your best option for real-time/game engines is have the least seams possible, preferrably just one island, and keep those seams as well hidden as possible.
No, when in texture editing mode there is no option in windows-popups to see the uv preview, it is useful some times to see the flattened version of a texture and paint on it, also some times I prefer to tweak a bit UVs to match the painted details rather then to redraw/clone them on texture.
Actually the texture maps show up in the UV preview window normally in the Texture Editor (Paint Room) just not in the retopo's UV preview. To be honest I don't understand why that would make any sense, since while you're retopo'ing you - as far as I know - shouldn't think about the final texture, just about seams and distortion. Care to explain why you'd need that?
for the retopo - yes, i dont care about how the uvs are looking during that process.