If I don't Unwrap UVW's in 3DS MAX, Substance Painter will do it for me
I just learned to UV unwrap using vertex color coding. I first used a method that uses multiple material ID's so when baked and sent to SP as an exported fbx, there's a bunch of texture sets. The last tut I learned to use one 'material' ID with multiple vertex color ID's. The vertex color method was faster but it doesn't separate the different elements into Texture Set meshes.