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Date Updated: 

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 2014 - 2021
Video URL: 


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PolyTools3D's picture

PolyUnwrapper v4.0.1 Update - Released

What's New

- Fixed bug in Multi-Stitch

PolyTools3D's picture

Thank you @stealthx, I am

Thank you @stealthx, I am glad you like the new features.

stealthx's picture

Multi Stitch

Take my money! You are the best.

PolyTools3D's picture

PolyUnwrapper v4.0.0 - Released

What's New

+ NEW Multi Stitch. Stitch Multiple Shells at once
+ NEW Packing algorithm and tools
+ NEW Tool for matching the Shells Width and Height
+ NEW Grid Spacing and Show/Hide Grid button
+ NEW Render Offset UVs
+ NEW Cycle Checker map
+ NEW Cycle Freeform Snap Pivot
+ NEW Grow Geometry Selection
+ NEW Shrink Geometry Selection
+ NEW Added support for localized versions (Japanese, Korean, Chinese)
+ NEW Added support for 3ds Max 2015
+ NEW PolyUnwrapper Toolbar will now automatically undock when Unwrap Editor is Maximized (Max 2012+)
+ NEW PolyUnwrapper Toolbar and other windows now keeps on top of the Unwrap Editor
+ NEW Render mode Shells Bounding Rectangle
+ NEW Added Render Open Edges

- Improved Multiple Shell Edges detection algorithm in Align to Edge tool
- Improved Validate geometry at startup
- Improved Added option to switch to Dynamic Color Palette if Color Palette file is missing
  too many selected edges would lead to a very long operation
- Improved Settings Manager
- Improved Render Settings now save the Render Color Mode correctly
- Improved PolyUnwrapper Toolbar move/resize when docked in in 3ds Max 2012 and above
- Improved Docking/Undocking mechanics now works better.
- Improved Support for all localized 3ds Max versions is now much stable
- Improved compatibility with Windows 8
- Improved Added Undo for Mirror with multiple selected objects
- Improved Now Unwrap Editor maximizes to full screen (if it was in full screen) when
  the PolyUnwrapper Toolbar is undocked (Max 2010-2011)
- Improved the VFB is now much more efficient and render much smoother with specially with very large images
- Improved VFB window will now change to normal state when rendering, if it was minimized
- Improved Added Hand and Zoom cursors to the VFB
- Improved VFB can now zoom IN-OUT using Ctrl+Left/Ctrl+Right mouse buttons
- Improved Edges render faster now
- Improved Used Texture Area is always calculated and displayed in the VFB when rendering faces
- Improved Algorithm for rendering selected edges runs up to 50X faster for 100K edges and uses around 50% less memory
- Improved Send UV Selection (Edges) runs up to 220X faster for 50K edges and uses around 50% less memory
- Improved Part of the UI has been redesigned
- Improved Uninstalling will now also remove the PolyUnwrapper Macros

- Fixed VFB Get Used UV Area was not reporting accurate values in some cases
- Fixed Bug in Render color palettes dynamic generator
- Fixed Select Open Edges algorithm where it failed to find all OP in certain meshes
- Fixed wirecolors where not restored if Subobject Level was 0 and node was deselected
- Fixed wirecolors where not restored if nodes were deleted
- Fixed Enlarge/Shrink brush size buttons where enabled all the time
- Fixed UI Elements not being disabled in subobjectlevel 0
- Fixed Settings were not restored correctly to default values
- Fixed Bug in Send UV selection to modifiers
- Fixed Render parameters where not keeping their values when docking/undocking the Toolbar
- Fixed Bug in Set Brush Size dialog not being able to retrieve the actual size
- Fixed VFB window will now open at a fixed size if rendered template is too small
- Fixed Memory Leak in Send UV Selection to Poly
- Fixed bug in Render Color Palette where the first color of the palette was never used
- Fixed several minor bugs

- Changed Disabled Stitch in Face mode
- Changed Align Macros are now unified
- Changed initial countdown screen for unregistered versions, will now appear only once per 3ds Max session
- Changed EULA

- Removed Save/Load UVW buttons
- Removed DialogMonitorOPS

PolyTools3D's picture

PolyUnwrapper v3.3.1 - Released

What's New

Minor update: The popup countdown screen for unregistered version will now appear only once per session or until you Unload/Load PolyUnwrapper.

PolyTools3D's picture

@Clanker=Noors good to

@Clanker=Noors good to know.

As far as the crashes, they are related to the geometries I have for testing. I later tested on other models and they didn't crash.

Noors's picture

Ok I've expressed myself

Ok I've expressed myself terribly. Btw I'm Clanker on Cgtalk, and Noors on Polycount, if this wasn't clear.
The scale question has nothing to do with open edges. My mail regarding open edge was for an other part of the script.

As for the scale, yes, i need to compare UV and GEO distortion.
Yeah, tbh i've just used his GetClusterUvScale, i have a better function to select element faces, and i didn't encounter any crash. Some division by 0 when a mesh face has 0 area (3 aligned points, but no crash.

Anyway, i was just checking if there was a way to do it in polyunwrapper.
Thanks again for your time.(I've just bought an extra polyunwrapper licence as compensation)

PolyTools3D's picture



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
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.

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