35 votes
Date Updated: 

PolyUnwrapper is a complete set of professional tools designed for the texture artists, especially for the architectural and game industries.

It contains plenty of features that will greatly help you improve your unwrapping workflow.



Main Features Features

  • Multi Stitch. Stitch Multiple Shells at once
  • Custom Packing algorithm and tools
  • Tool for matching the Shells Width and Height
  • Easy Grid Spacing
  • Render UV Tiles (UDIM)
  • Cycle Checker map
  • PolyUnwrapper Toolbar now keeps on top of the Unwrap Editor
  • Render Open Edges
Version Requirement: 
3ds Max 2010 - 2020
Video URL: 


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asymptote's picture

Approaching 14,000 reads and

Approaching 14,000 reads and only 8 votes, it's a damn shame, this is top of the list in anyone's book.
I'd still love to see a video showcasing the functions, this tool has totally transformed my approach to uv-ing, but I bet I'm still missing a trick or two :)

br0t's picture

haha okay, however in my test

haha okay, however in my test it worked alot better :D

Never get low & slow & out of ideas

PolyTools3D's picture

Thank you so much guys...

Thank you so much guys for all your comments and ideas.

At the moment I have no plans to add the Soft Selection functions, but may include them in the future. Remember you can always unload PolyUnwrapper and get the 3ds Max tools at any time if you need to work with Soft Selections.

Great set of features. 1 and 2 I thought to implement, although 2 is quite hard.
Would you mind elaborating a bit more on the last point “Snapshot UV grid in clipboard”, because I don’t understand what it would be?

This is in fact a pending task, which I have been working on some prototypes, but could not get it working as efficiently as I want. There is a function in Max to get the Selected Geometry Edges from the UVW Modifier, but it is broken since Max 2009 (perhaps in 2008 too), so the whole task needs to be implemented via MaxScript, which makes it painfully slow. So I am in the way to find a workaround that works fast and reliable.

I am actually using the standard 3ds Max Pack algorithm.

br0t's picture

This is a nice addition to

This is a nice addition to the existing UV tools, I really like the improved "Pack UVs", did you use some kind of special arrangement algorithm or just figure out something yourself? cause I think thats an interesting field :)!

Never get low & slow & out of ideas

EricChadwick's picture

Jorge, This is an awesome


This is an awesome script! Thanks for combining everything in one place, very helpful.

Do you know if there's a way to send an edge selection from Unwrap to another modifier in the stack? I'm looking for a way to split the vertex normals along the edges of all the UV shells, so a model will work better with tangent-space normal mapping.

I can use your script to select the outside edges of all UV shells, but then I want to send that selection down to Editable Poly, so I can use Pier Janssen's EdgeSmooth script to set the Smoothing Groups properly.

Any ideas?

3D Game Artist - http://ericchadwick.com
Admin for the Polycount wiki - http://wiki.polycount.com

mexico's picture

Aditional futures must have :)

1) Ofset scaling?
2) Tweaking padding between the UV elements/shells, (with checkbox "ignor overlaping) If i have already done UV, but i need fix the padding because of decreasing texture resolution. Its too boring to doing this manualy, as for me :)
3) Quick AO (using own geometry)
4) "Referenced" AO (using as reference highpoly projected on lowpoly)
5) Snapshot UV grid in clipboard

lordraidis's picture

Where is the soft-selction function?

Great script! But it makes the soft selection options disappear. Any plans to fix this?

PolyTools3D's picture

On Top

Hi maicogir,

Currently there is no option to dock the toolbar at the top of the UVW Editor.

maicogir's picture

On top

Hi! Great tool. I have a doubt...Is there´s a way to keep the UI undocked on top of the UV Editor???

PolyTools3D's picture

Great Ideas

Hey headd,

I think all your ideas are very good, but unfortunately, I don’t see a way they all could be implemented via MaxScript.

1. AFAIK, there is no way to modify this.

2. Here, the only thing I see possible is "Constant UV edge color regardless of the object's wire color". That could be implemented by simply switching the models wire color when you open the UV Editor, and restoring them when you exit. One problem could be if PolyUnwrapper crashes, then the wire colors would not be restored, so error handling would need to be much solid than what it currently is. The same could be used for checker maps and default materials.

As far as the transparency, again, I don't know any way to get access to this. Not the same, but you could use something like "Cross Hatch Diagonal" to see thru the shells.

3. Grouping could perhaps be achieved, although I doubt there is an efficient way to handle it using MaxScript. For example, if you group two shells, and then detach one of the shells faces, the group would be broken, and all the information regarding the other shells should be rebuild, because there is no fast access to that kind of basic information, as shells, open edges, edge vertices, etc. Even if you could get updated the UV information, there is no control, for example, over the Pack function. The good news is that the grouping feature was implemented in Max 2012.

4. Shortcuts.
I definitely will have to include some macro scripts in next version. The reason I didn’t include them in previous versions was to simplify the install process. But since version 2.4 there is an installer, it will be no problem to add them.

Thank you so much for your ideas. Perhaps someone at Autodesk read them and decides to improve the archaic Unwrap Modifier.

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