PolyUnwrapper

35 votes
Version: 
4.3.3
Date Updated: 
05/01/2019

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 - 2020
Video URL: 

Comments

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kyle108's picture

will there be a 2017 version

will there be a 2017 version in the near future?

cptSwing's picture

IPackThat Integration

Once IPackThat comes out (http://store.steampowered.com/app/363020/), I'm thinking a link from Polyunwrapper would be nice.. sort of like the various "Send To" buttons, or how Textools used to hook into "Roadkill".

IPackThat supports commandline stuff, from what I've read.

PolyTools3D's picture

PolyUnwrapper v4.0.3 Update - Released

What's New

+ Added support for 3ds Max 2016
- Fixed minor bug in UV Loop (3ds Max 2010)
- Fixed bug in Normalize when invalid faces are detected

stealthx's picture

Invert scale works great!

:)

Koriak's picture

Nice Tools!

Great Tools, you've done a nice job! It works perfectly on 3ds Max 2014 64. Autodesk should learn from you, they should make useful updates on tools like this, independent developers like you are the ones that make real improvement to the software, thank you!

PolyTools3D's picture

PolyUnwrapper v4.0.2 Update - Released

What's New

+ NEW Added option to invert scale factor
- Improved Toolbar Startup
- Fixed critical bug in VFB Zoom
- Fixed bug in VFB not updating zoom value when using mouse buttons to zoom
- Fixed bug in calculating the Used UV Area
- Fixed rare bug that would cause an endless loop at startup

stealthx's picture

save scale

Yes, it works, thank you. I forgot the save function.

PolyTools3D's picture

Hi @stealthx, I am glad you

Hi @stealthx,

I am glad you find the Multi-Stitch function useful.

Thank you for these ideas, I will look into them and see what can be implemented. The "invert scale" feature can be done for sure.

All default parameters (if I am not missing something) can be changed. Al you need to do is to set the values you would like (this includes all tabs) and then go to Settings and click on "Save All Settings". I know, it is confusing and managing all the default values would ideally need a custom UI, which I am probably going to develop in the future.

You could also edit the default values in the "polyunwrapper.ini" files if you would like. The Scale value I in the [scale] section "ScaleFactor".

stealthx's picture

I'm very happy with multi-stitch function!

I'm very happy with multi-stitch function! These kind of advanced core functions are 100x better than full automated solutions which often don't work at all.

I have small suggestion about scale button. It is set to 100% by default. In case you could set it to 90% then I could just select poly and hit scale button a few times until it will fit my needs. New change would be alt+scale button could execute "opposite" +10% to make poly bigger. I hope you understand, it could speed up work.

Last question is about shortcut Group. Now PolyUnwrapper is under "Group: Main UI" and therefore i have conflict with other shortcut for modeling. Would it be possible to have PolyUnwrapper under "Group: Unwrap UVW"?

PolyTools3D's picture

@Vertune, I am not sure to

@Vertune,

I am not sure to correctly understand your question.

If you are wondering what kind of UV Templates PolyUnwrapper can render, you can download the Demo version. All the render types are enabled.

If you are talking about the amount of polygons it can render, I would say if you can open it with the UVW Unwrap modifier, the PolyUnwrapper should be able to render it. The largest model I have tried is 400K triangles, and it renders whiteout any problem.

Thank you!
Jorge

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