Unwrap 3D's developers claim that it's the fastest UV mapper on the market. Several benchmark tests and it's 64-bit unfolding core have proved that statement true.
The installation is very easy, there's an executable file which when run, makes you answer the common installation questions and after that, it's up and running.
The trick with Blender is to get used to its usage philosophy, as it keeps consistent through all the application. Once you get it, every feature or addition is learnt naturally, almost effortlessly.
Although Blender's 3d painting and sculpting tools (mostly painting) are not at par with specialized software like Substance Painter, ZBrush, or Mari, it is more than capable of getting most jobs done if the user takes the time to learn and understand it.
It offers a round solution (it covers many areas and professional fields) for a freelancer, for free, constantly updated, very polished, and allowing high quality results that clients do require. After some learning, it becomes very useful for professional work.
You don't have to switch between software when you want to do different things. Because modeling, sculpting, composting, video editing etc can all be done in blender.
Blender is not only a UV unwrapping program, it's a full fledged 3d suit. That means you may have to spend a little more time than you are comfortable with to learn how to do simple things.
Blender runs the Cycles path tracing engine under the hood. Cycles is a very powerful rendering engine capable of full path tracing (light fall off, caustics, volumetrics). It is mostly compatible with OpenCL and CUDA rendering, and is implementing mycropolygon displacement features. The upcoming release has a viewport engine called EEVEE whereby you can see and interact with your work in render mode in real time!
Blender runs the Cycles path tracing engine under the hood. Cycles is a very powerful rendering engine capable of full path tracing (light fall off, caustics, volumetrics). It is mostly compatible with OpenCL and CUDA rendering, and is implementing mycropolygon displacement features.
The Blender particle system can at times be a little limiting and finicky (and buggy) to get working. Even if it can get most straight forward jobs done, it is far from the most advanced system, and could benefit largely from advancements.
Although Blender's 3d painting and sculpting tools (mostly painting) are not at par with specialized software like Substance Painter, ZBrush, or Mari, it is more than capable of getting most jobs done if the user takes the time to learn and understand it.
You can model with the traditional direct modeling tools, or use procedural modeling tools. You can also introduce direct models into the procedural pipeline at any time you wish.
You can save and open your texture work in apps like Photoshop, work on them and send them directly back to 3D coat. It will remember your layers and update.
You can texture in many styles with this app, but when it comes to Handpainting, as seen in World of Warcraft and Torchlight, 3D Coat is the one that many professionals will advice you to as their top choice.
While sculpting in polygons you can have 3D-Coat adaptively tesselate the mesh for you, based on your input, or turn it off entirely. All as you require.
Fast easy and makes sense. Headus is dated, and requires too many clicking around and navigating a dated UI. However RizomUV in my opinion is the fastest and easiest to use. Best packing and cutting automation.