PolyUnwrapper

37 votes
Version: 
4.3.5
Date Updated: 
04/07/2019

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.

PolyUnwrapper

 

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: 

Comments

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PolyTools3D's picture

Hi Headd, Thank you so much

Hi Headd,

Thank you so much for your continuous support. I could in fact replicate the problems you have had, and uploaded a fixed version.

Yes, for measuring the Used UV Area I am actually rendering a 512x512 solid texture and parsing the pixels.

headd's picture

Not oppening

Cool, thanks for further developing this script. Two downers on 3dsmax 2012 x64 Win7x64, at least for me:

- The plugin loads, but when i hit "Open UV Editor...", the UV's window appears for a glimpse second and disappears.
Even if i write "CreateDialog ROLLOUT_POLYUNWRAPPER width:700", the script's windows appears and suddenly disappears. Repo rate 100%

- If i opened the UV's editor, and hit unload, max crashes. Repo rate 100%
Note that max doesn't crash if i don't try to open the uv's editor, but directly hit unload.

PS. "off the record", did you use render to texture to measure the uv space?

PolyTools3D's picture

PolyUnwrapper v2.0 Released

- NEW Added support for Max 2012 and 2013
- NEW Added support for Mesh objects and Edit Mesh Modifier
- NEW Generate Report function (used area, inverted/overlapped/tiled faces)
- NEW Redesigned VFB
- NEW expand selection to model
- NEW Fix Uw/Vw to Normalize
- NEW by cluster operation for the Center and Fit function
- NEW Render by Material IDs
- Added external customizable palette for color IDs
- Added undo for Quick Planar Map
- Added Undo for Expand Selection by Material IDs
- Added Tools Tab
- Added version checker
- Improved Render UVW Template up to 2.5X faster than version 1.0 (avg. 2x)
- Improved VFB startup performance
- Improved Quick Cube Mapping Algorithm
- Modified render "Model" to render one color per model instead of model wire color
- Fixed bug in VFB not showing
- Fixed, PolyUnwrapper VFB now is closed when PolyUnwrapper is Unloaded
- Fixed update viewport after Rotate
- Redesigned Utility panel
- Updated documentation
- Several minor improvements and bugs fixed

PolyTools3D's picture

Max 2012/13 are not supported in v1.0.1

Hi headd,

PolyUnwrapper version 1.0.1 does not support Max 2012/13, mostly because some functions that where available in previous versions to track the Unwrap Editor position, size, open and close status, have been removed.

But there is still a way to get PolyUnwrapper running in Max 2012/13, although Move/Resize/Open/Close events of the Unwrap Editor won't be triggered, so you have to manually open, close and move the PolyUnwrapper toolbar.

1. Install PolyUnwrapper as you would normally do in previous Max versions.
2. Select an object, apply an Unwrap UVW Modifier and open the Editor
3. While the Editor is opened, type the following (without quotes) in the Max listener, and press Enter:

"CreateDialog ROLLOUT_POLYUNWRAPPER width:700"

The PolyUnwrapper toolbar should appear and you should be able to test it.

Clicking on a button if there is no Unwrap UVW modifier selected, will mostly produce an error. In this case, just close and create the dialog again.

This procedure is for testing purposes only. I am currently working on the next release, which will hopefully support Max 2012/13.

Thank you for trying it out and for your feedback!

headd's picture

Didn't try it, but is 2012

Didn't try it, but is 2012 fully supporting this script?

headd's picture

Yes, 1.0.1 fixed it. Cool

Yes, 1.0.1 fixed it. Cool icons :)

BTW, never thought about per pixel counting of uv space, but indeed, it would be the most accurate solution, and very cool to have it :)

PolyTools3D's picture

Was the error fixed?

Hi headd,

That’s weird, as your config is the same as my primary test system and I have not been able to reproduce the error. All I could find is that it happened on Windows XP.

Has the version 1.0.1 fixed the error?

The plugin includes the icons as .PNG with alpha channel, and when you run PolyUnwrapper for the first time, it creates .BMP icons based on you Max color theme. Icons are also rebuilt if you click the Apply button in the PolyUnwrapper settings dialog.

It seems that MaxScript does not support alpha channel for the icons, but 1 bit mask images. So in order to be able to use icons with alpha, I had to create a custom routine.

These icons and the PolyUnwrapper .INI file are stores in the Max user’s folder, in order to avoid Admin issues.

You can get the user’s folder by typing ( pathConfig.GetDir #userScripts ) in the MaxScript Listener.

The center selection by shell is a very good idea. I already have the code implemented in the Center & Fit function, so I would just need to add per cluster (or shell) action, probably on Shift+Click. Per cluster operations are currently supported for Mirror and Rotate, but will try to add it for the Center & Fit function in the next release.

As far as measuring the used space, I have not done a lot of research yet, but I believe the easiest and more accurate approach would be to render a black and white image using the current render dimensions, and then parsing the pixels.

Thank you for all the feedback!

headd's picture

Forgot to mention: - I use

Forgot to mention:

- I use 3dsmax 2011 x64 on Win7 x64.
- The odd thing is that the script asks for .bmp icons but the zip file contains only .png files.

- The suggestion was to move the shells to 0:1 individually, not just the selection. Again, i can provide you with a script that does this. :) It's good for game-dev because shells that are to further away from 0:1 generate precision errors. This script moves them to 0:1 proportionally so the actual mapping is not affected.

- The UV space occupation report, i also have a script, select the uv channel, press a button and it tells the % of uv space used. Overlapped UV's generate over 100 % ocupation ( misleading ).

Also:

UV spacing in 3dsmax is pretty ambiguous. Can it be calculated in pixels?

JokerMartini's picture

Nice work man. I look forward

Nice work man. I look forward to messing around with it.

John Martini
Digital Artist
http://www.JokerMartini.com (new site)

elcorto's picture

thank you very much

excellent work, thank you very much for sharing.

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