37 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 - 2021
Video URL: 


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PolyTools3D's picture

Enable UV Soft Selection

I have uploaded a small script that will allow you to work with Soft Selection without unloading PolyUnwrapper.

At the moment there are no Macroscripts, but I will try to create a small installer so you can hook them to some key or menu.

Soft Selection Toolbox

 Thank you!

PolyTools3D's picture

Two little additional tools

Hi guys,

I have uploaded two prototype helper tools featuring some functions I would like to integrate to PolyUnwrapper in the future.

As they are not final versions, many bugs are expected to occur, including script crashes, so use them with care and try them with testing models before you decide to use them in production.

They are standalone Script and can run them by dragging into the Max Viewport or from MaxScript Menu -> Run Scrip.

Normalize UVs
This is an extension of the Normalize found in PolyUnwrapper and it allows you to use custom Texel Density to normalize the UV Shells. So you can pick up the Texel Density from one model and use it in another model as well as manually modify the Texel Density and Texture Size.

Send UV Selection
This little tool will send the current selection from the Unwrap UVW Editor to the Base Model or Edit Poly Modifier. The selection can be Vertices, Edges or Faces, and it supports only Editable Poly at the moment.

There is no additional help for these tools, so you will have to experiment a little. Please don’t hesitate to send me an email or leave a comment with ideas, questions or bugs.

Both tools should run fine in Max 2008 and above.


Thank you all!!

PolyTools3D's picture

It might be me clicking over

It might be me clicking over and over again just to increase reads counter :-). After all, perhaps the tool is not as useful as we think it is.

Regarding the videos, I too would like to create them, but I actually have not much time right now, and the little time I have to work on these stuff, I am trying to add new features to PolyUnwrapper and also finish another tool that will allow to copy UVs from one model to another (with same topology) and also between model elements.

Thank you for your words, I even didn’t know how many view this script had until I read your post.

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?

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