PolyUnwrapper
Version:
4.7.0
Date Updated:
04/10/2026 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 2016 - 2027 
Comments
Thank you so much guys...
Thank you so much guys for all your comments and ideas.
@lordraidis
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.
@mexico
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?
@EricChadwick
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.
@br0t
I am actually using the standard 3ds Max Pack algorithm.
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
Jorge, This is an awesome
Jorge,
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
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
Where is the soft-selction function?
Great script! But it makes the soft selection options disappear. Any plans to fix this?
On Top
Hi maicogir,
Currently there is no option to dock the toolbar at the top of the UVW Editor.
On top
Hi! Great tool. I have a doubt...Is there´s a way to keep the UI undocked on top of the UV Editor???
Great Ideas
Hey headd,
I think all your ideas are very good, but unfortunately, I don’t see a way they all could be implemented via MaxScript.
1. AFAIK, there is no way to modify this.
2. Here, the only thing I see possible is "Constant UV edge color regardless of the object's wire color". That could be implemented by simply switching the models wire color when you open the UV Editor, and restoring them when you exit. One problem could be if PolyUnwrapper crashes, then the wire colors would not be restored, so error handling would need to be much solid than what it currently is. The same could be used for checker maps and default materials.
As far as the transparency, again, I don't know any way to get access to this. Not the same, but you could use something like "Cross Hatch Diagonal" to see thru the shells.
3. Grouping could perhaps be achieved, although I doubt there is an efficient way to handle it using MaxScript. For example, if you group two shells, and then detach one of the shells faces, the group would be broken, and all the information regarding the other shells should be rebuild, because there is no fast access to that kind of basic information, as shells, open edges, edge vertices, etc. Even if you could get updated the UV information, there is no control, for example, over the Pack function. The good news is that the grouping feature was implemented in Max 2012.
4. Shortcuts.
I definitely will have to include some macro scripts in next version. The reason I didn’t include them in previous versions was to simplify the install process. But since version 2.4 there is an installer, it will be no problem to add them.
Thank you so much for your ideas. Perhaps someone at Autodesk read them and decides to improve the archaic Unwrap Modifier.
Hey, I thought of some
Hey,
I thought of some improvements, that would be usefull:
1. One of them regards face distortion, and NeilBlevins explains this very thoroughly :
http://www.neilblevins.com/cg_tools/cg_wishlist/3dsmax/wishlist_show_fac...
2. Can you alter the way 3dsmax shows the UV's inside the editor? I'm thinking of:
- Seam thickness
- Constant UV edge color regardless of the object's wire color.
- Solid fill for shells but with transparency, so you can overlap them. Right now they get solid only when selected.
I'm thinking of the possibility of tuning these to match, for example, Maya's or UVLayout's ones, because they have more readable UV's.
3. Grouping.
I'd want to overlap some UV's, group them, and if i repack, they should stay overlapped, even if moved across the UV space. Also there could be an option to keep them fixed on the UV space even if repacking.
This will be very useful on lightmap mapping because you can have overlapped LOD's that use the same UV's, or have a custom area that you don't want to be repacked.
An extra variation could be repack selected inside the selection bounding box.
4. Shortcuts.
Can we add shortcuts to your script functions? For example the Align Shells with NumPad would be very usefull.
What do you think about these :) ?
Thanks
Jorge, indeed, your methods
Jorge,
indeed, your methods should do the trick. :)
thank you very much for taking the time to elaborate.