PolyUnwrapper

35 votes
Version: 
4.3.4
Date Updated: 
08/14/2019

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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PolyTools3D's picture

@Noors

@Noors,

You mentioned you wanted to find the UV Open Edges to measure their length and that you would use that information to re-scale the UV Shells. Besides I don’t see how you would accomplish the scaling, you do not need to select the Open Edges, and the code I have published has enough information to measure their length.

Now, as I mentioned earlier, I don't see how measuring the Open Edges length differs from measuring the Geo/UV area. In fact, I believe that measuring the Area would be much faster. Even though, I do not understand how you would use that information to scale the UV Shells.

The only way I see it could be done is to calculate the distortion between GEO and UV faces, average them by UV Shell, and then use that information to scale the UV Shells.

This method is not accurate at all, and it relies on how much distorted the unwrapping is. So, the better the unwrapping the better re-scale you could achieve.

The link you posted has a code that's supposed to do this. I've tried it with five 5-10K different models and it crashes Max in all cases. Finally I succeeded with a default teapot and it seemed to do a decent work. It is very buggy and needs a lot of optimizations, but it is a good start for your own algorithm in my opinion.

Noors's picture

I took a look at the cgtalk

I took a look at the cgtalk thread. But how would you go from your foundEdges array (array of 2 geo vert) to UVW edges ?

Noors's picture

Hey thanks for your

Hey thanks for your answer.
I'm not looking at an area ratio as i don't perform a uniform scale. I'd like to "unscale" an element that has been scale in 1 direction, and even rotated. It has nothing to do with open edges, btw, just another subject.
Have a look at this
http://devmaster.net/posts/14114/triangle-uv-texel-aspect-ratio
and his GetClusterUvScale function.
He compares the length ratio between uv edges and mesh edges, parsing all faces, (which isn't probably required, as all faces of an element should have the same scaling ratio.)
This scripts works, even if slow with some flows. But i'd never be able to code that anyway.

PolyTools3D's picture

Thanks

Thank you so much Branko for your kind words and for including that script in your tool.

barigazy's picture

+100

You can find some more information in other scripts I've published that build a mesh from the UVW and also can split the source object into elements from the UVW Shells Retopology from the UV mesh

Hey Jorge,
You showed best method in the world for that. Hats off.
U are really mastered max unwraping technique like Bruce Lee Kung-Fu :)
Back then I really like LSCMUnwrap tool but because of advanced method that it use for
unwraping. Too bad that is not compatible with new versions of max (max2012+).
That's why I like more scripts then plugs although these are slower especially for unwraping and mesh creation. I not want to disrespect Unwrella and Xrayunwrap plugs which both produces very nice final result.

Anyway ... when I have some free time I will integrate your algorithm in Marvelous Tool and add a some new features. Of coure all credits are for you :)
Don't you ever stops with awesome work :)
Cheers!

barigazy

PolyTools3D's picture

UV Scaling

@Noors, there is no tool in PolyUnwrapper to do this, and I am not sure how would you accomplish it.

In the code you have, what would be the difference between measuring the Open Edges ratio and total faces area ratio?

Regarding the code to select the Open Edges, I have published a fast and efficient way to work with the UVW Open Edges at CGSociety UVW Seem with GW

You can find some more information in other scripts I've published that build a mesh from the UVW and also can split the source object into elements from the UVW Shells Retopology from the UV mesh

Noors's picture

Hey just sent you a mail !Is

Hey just sent you a mail !
I'm actually doing a script but was wondering if i missed something here.
Is there actually a way with your tool to rescale a UV shell so it gets a 1/1 texel ratio ?
Let's say the uvs are correct, but stretched on 1 axis (nurbs import)
I compare UV/mesh edges length ratio, then rescale the uv element on 1 axis.
Thanks !

cptSwing's picture

updates

Well, that's great to hear! Stoked for your next upgrades :-)

PolyTools3D's picture

Re: Suggestions for new features

@cptSwing
Thank you for your suggestions and support.
I definitely have plans to include some of the features you mention as well as others I already have under development.

cptSwing's picture

Re: Pivot Points

Hey headd,

thanks for the tip - indeed I didn't know that! Strange how this seemingly precisely implemented function isn't integrated into the UI anywhere. Maybe PolyTools3D can oblige? :)

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