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Angle Based - good for preserving angles and curved surfaces. For example, if you model a dog, you might want to use angle based for the best results to prevent distortion in the crevices between the torso, face and legs.
Conformal - better for flatter objects. If you're making a desk, you might want to use conformal. It sort of just tells blender "this surface is flat" so it won't be unwrapping expecting curves.
Minimal stretch - If you're in a situation where there's geometry that's tightly packed together, like a really aggressive curve or something it will help keep it's quality whereas other options might causing artifacting. I find this useful for things with more detail packed into it. You likely won't need it as much as the others but is extremely helpful when you do.
Smart UV - it automatically generates the uv for you meaning it's better as a temporary solution while you're still working on your model. You can still use it for your final render though it'll produce bad results for more complex models and/or textures. so if you're working on something simple, you might be able to get away with just using this.
Hope this helps
Awesome, I appreciate your comment and the time that took you to write all of this !
One last question would be, which one would aim more towards the previous "regular/default" unwrap, as my old models have been marked with a seam and unwrapped using the old method.
When I tried to unwrap it with any of those three options, it didn't give me nowhere near the results as the old method did, I am just trying to avoid of re-seaming it and re-unwrapping it. Thank you !
I don't believe the old unwrap actually exists in blender anymore. Though if I had to say which one might feel the most similar, I'd probably say Angle-Based.
Though I would strongly suggest getting familiar with all of the options as they all have their different use purposes.
No worries. Got cha, thank you!