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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headd's picture

@cptSwing

"- The ability to set your transform pivot point to the corners of the shell's bounding box"

This request is already implemented in 3dsmax (i use 2012); you can find it in "Unwrap UVW" group, the commands are called "Pivot Snap..."
They work nice with the NumPad keys.

Hope it helps.
10x

cptSwing's picture

Suggestions for new features

Hey man, been using Polyunwrapper (free, as well as paying for a couple of licenses at work) for quite some time now and loving it.

I do have a couple of suggestions for future versions, maybe you're running out of stuff to implement? ;-)

Basically for now, I'm still using TexTools and Polyunwrapper side by side, since there are are still a couple of functions that TexTools provides and I need regularly.

- The ability to set your transform pivot point to the corners of the shell's bounding box.
- various rendering features (simple AO / Lighttracer maps, Vertex Color baking)
- I love the quick 'checker material switch' and 'flat/shaded toggle' buttons TexTools has
- In a game artist's pipeline, the function to set smoothing groups per uv shells is important (for normal map baking)
- The function to flatten your mesh to it's corresponding UV's can be useful

Not related to TexTools, but potentially all kinds of awesome: a ffd modifier for UV shells. Not sure how easy this'd be, obviously.

And so on. This is by no means meant to diss Polyunwrapper - I wouldn't want to miss it nowadays.
I would, however, like to eliminate a tool suite from my inventory that hasn't been updated in quite a while and mostly does the same things (just not as well), ie uninstall TexTools.

Either way, thanks for your great work so far, can't wait to see what's next.

PolyTools3D's picture

@stealthx: Will try to get it

@stealthx:
Will try to get it done for next release.

@headd:
Looks like a good feature and it shouldn't be too hard to implement, so I'll see if I can get it implemented for the next release.

Thank you guys!

headd's picture

Feature request

Hey, long time no see :)

1. During my work with the UV editor i stumbled multiple times with the situation described below.
Let's say you have multiple shells that would want to map them to a specific dimension(width, height) within a texture, while preserving aspect ratio. You'd have to uniform scale each and every one to match the specific dimension. If you have LOT's of shells, it's madness to do it by hand :)

So, is there any way to add an option to do this? Rescaling all shells(or the selected ones) to match the minimum/maximum/average bounding box width/height among them?
In some cases, if you can ignore some small stretching or texel ratio differences, a tool to average bounding box and match it's size for all shells is useful.

I've attached a image to better illustrate what I've said. The shells are not overlapped just for clarity.

2. Also, can you merge shortcut functionality for aligning? Right now you can assign shortcuts separately for vertex, edge and face.
I'd want to use the same align shortcut for all sub-objects.

That was it. Keep up the awesome work and i hope to see a new feature full version soon :)

Thanks!

AttachmentSize
bounding_box_scale.jpg 172.44 KB
stealthx's picture

Great update

Do you have some news concerning "Multiple selections Stitch" (multi shell stitch). It would be instant buy feature for me.

PolyTools3D's picture

PolyUnwrapper v3.3.0 - Released

What's New

+ NEW Added Render Model Elements
+ NEW Added Render by Smoothing Groups
+ NEW Added Select Longest Shell Open Edge
+ NEW Added 12 MacroScripts for Aligning Functions
- Improved find open edges
- Improved icons handling
- Improved Select Open Edges: up to 40% faster
- Improved Select Longest Shell Edges algorithm: up to 600% faster
- Improved Expand Selection by Smoothing Group: up to 25X faster
- Improved Expand Selection to Model Element: up to 20X faster
- Improved Get Used Texture Area algorithm (huge speed difference)
- Improved Rendering Plain: up to 35% faster
- Improved Rendering Model and Mat ID: up to 110% faster
- Improved VFB performance and memory usage
- Fixed memory leak in Expand Selection by Smoothing Group
- Fixed memory leak in Select Longest Shell Edges
- Fixed error in path names preventing PolyUnwrapper to load
- Changed Get Used Texture Area was moved to the VFB
- Added error check to the autoloader

I would like to give a big thanks to asymptote, who helped me debug the issues with the path names down to the bone.

TitusLVR's picture

Thanks for your answer But it didn't help me

Thanks for your answer But it didn't help me. I can't change folder options (R/W restriction) because/maybe they are administrative options (this PC on my work) :(
Many thanks it's good script.

PS: It would be great if you write some otions for installation:
1 to c:\Users\....
2 to C:\ProgramFiles\Autodesk\...

:))) tnx!

PolyTools3D's picture

Thank you for your support

Thank you for your support Noors.

"..Well, the "issue" could also happen with triangulated poly. I have those a lot for low poly stuff..."

Yes, that could be too.

Regarding the Stitch function, it should also work as you said. The current implementation is not the final one.

I have a testing algorithm that Stitch the vertices of the same shell and then Stitches multiple shells to the selected one. But it is too buggy at the moment.

Noors's picture

Stitch connected edge

I have another request. Not sure you can do smthing about it, but as you did a good work on your stitch tool already.
Do you think you could make possible to stitch 2 edges that are already connected on 1 vertex ? Actually it's not possible, and i have to switch to weld point to weld the last point.

And i'm gonna buy a licence :)

Noors's picture

Ok cool ! Yeah that could be

Ok cool ! Yeah that could be coupled with select open edges and then a "only search in selected edges" tool. Well, the "issue" could also happen with triangulated poly. I have those a lot for low poly stuff.

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