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
Thanks ! As i was already
Thanks ! As i was already using trimesh to collect clusters, i missed that all data collected to build the trimesh are actually already sufficient to move tverts. But you've made a custom function, and that's what i wanted to know.
MultiStitch algo question
Hello Noors,
The Multi-Stitch function does not use the internal Stitch method, neither does it uses a trimesh to handle the data, as the overhead of converting back and forth would be too costly.
It is a custom algorithm build from scratch that only uses the very basic Unwrap modifier methods to manipulate vertices and faces.
Basically it builds a custom optimized UV topology and once everything is done the result is transferred to the Unwrap modifier.
MultiStitch algo question
Hello Jorge, I'm trying to script a multistitch script that works slightly differently than yours (it auto-stitches (hundreds of) selected clusters). I'm actually using built-in .stitchVertsNoParams() which is painfully slow. One way of optimizing my script would be to perform a cluster stitching instead of linear, idealy based on each cluster faces count. But i was wondering, if you use mesh operations instead of unwrap to deal with your multistitch as i know you use that brilliant idea a lot ? I use it to detect the shared seams between selected clusters and it is very fast. But the stitching funtion is like 99% of process time.
So basically did you code a mesh stitching function in order to feed the unwrap for your multiStitch ? Thanks !
PolyUnwrapper v4.3.2 Released
What's New
- Increased Rectangle Packing padding to 256 pixels
override functions
@brainsgonedead
Thank you for your feedback.
The XForm validation can be turned off from the options "Verify Nodes XForm".
Regarding the "Bridged faces", could you please email me the details of the issues you are experiencing, as well as a way of reproducing it.
Thanks,
Jorge
override functions
Hi, there is one issue I have with PolyUnwrapper. As great as it is, I find things like "You need to reset xform" and several other things I don't do until I completely finish modelling it would be nice to turn of the popup messages and still have PolyUnwrapper work. Such as using Bridge faces always causes an error in PolyUnwrapper so I have to delete those faces and bridge the edges so it works. So it would be nice to turn of the popups and still have PolyUnwrapper work as it should.
I hope this makes a future possibility.
Cheers...
try this
try this
Hi, try deleting the Polyunwrapper.ini file found in the ENU folder. It might work.
C:\Users\yourusername\AppData\Local\Autodesk\3dsMax\3d max version - 64bit\ENU\scripts\PolyUnwrapper
try this
Hi, try deleting the Polyunwrapper.ini file found in the ENU folder. It might work.
C:\Users\yourusername\AppData\Local\Autodesk\3dsMax\3d max version - 64bit\ENU\scripts\PolyUnwrapper
hidde panel
Hi!
I have a problem. I've hidden The polyunwrapper panel and now I can't get it back.
PolyUnwrapper v4.3.1 Released
What's New
+ NEW Added support for 3ds Max 2019
+ NEW Ring and Align Edges command
+ NEW Loop and Ring works on Geometry level when Shift is pressed
+ NEW Check for Updates
- Fixed bug in Select Pelt Seams
- Fixed bug in Unfold Map in Max 2018+
- Improved Align Edges Undo
- Changed Render UV Tile to match the Unwrap modifier nomenclature
- Changed Extended the range of Render UV Tile