39 votes
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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pedroamorim's picture

Hi! I'm having trouble


I'm having trouble outputing an image that shows the uvshells with diferent colors for each model part.

What am I doing wrong?

PolyTools3D's picture

stealthx, Thank for your


Thank for your suggestion. I have it actually under development.

The reason I did not release it in this version is because it is not working as it should, but I got several request to include a Stitch feature, so I included the basic version. Hopefully I will get the multiple selections Stitch for next release.

The algorithm I am working on does not support multiples shells though, but you can select several edges in one shell and stitch them at one.

stealthx's picture

one click stitch

Nice script! I have an idea request how to speed up basic stitch function. It would help a lot. Would it be possible to make stitch function working even if I stitch more than one group of polygons? Sometimes I have 60 or more pieces to stitch and only way to have best result is to stitch one by one by hand. Would it be possible?


PolyTools3D's picture

PolyUnwrapper v3.0.0 - Released

What's New

+ NEW Change in License Terms
+ NEW Align Shell to Edge for multiple selections
+ NEW Align Shell to Edge Horizontally or Vertically
+ NEW Added Shell Position Randomizer
+ NEW Added Shell Rotation Randomizer
+ NEW Added Shell Scale Randomizer
+ NEW Added Scale Selection around Pivot
+ NEW Added Scale Selection by Shell
+ NEW Added Rotate around Pivot
+ NEW Extended Tooltips description
+ NEW Turn Tooltips on/off
+ NEW Added verify the model Transform Matrix Scale
+ NEW Disable toolbar if SubobjectLevel is 0
+ NEW Paint Selection Mode
+ NEW Integrated Soft Selection
+ NEW Toolbar should now open in Max 2012+ localized versions (French, German)
+ NEW Now Edges are joined when Render Selected Edge
+ NEW Stitch
+ NEW Select Shell Longest Edge
+ NEW Dynamic Color Palette for rendering the UV Template
+ Added error checking for MacroScripts if SubobjectLevel is 0
+ Added check if DialogMonitorOPS is disabled by other script (Max 2012+)
- Fixed Editor slow down when switching modes
- Fixed some errors in the Help
- Fixed bug when open or create a new scene while PolyUnwrapper was opened
- Fixed several minor bugs
- Fixed bug in Render UV Template where dead vertex could cause a crash
- Modified some UI elements
- Improved icons handling and PolyUnwrapper Toolbar load times (dock/undock)
- Improved Render Selected Edges up to 2X faster in certain conditions
- Improved Quick Report
- Improved Get Used UV Area. Now returns accurate values for all texture sizes
- Improved Performance and Memory management of the VFB
- Improved UV Template rendering times, between 2x and 4x faster than v2 (over 10X faster in some scenes)
- Moved most of the code to local scope
- Dropped support for Max 2008 and 2009

trebor777's picture

I had the same Issue, but

I had the same Issue, but it's not related to this script.
Basically you just have to Assign another key to this command. Sadly Space doesn't respond well for shortcuts.

stealthx's picture

Autodesk bug - shortcuts

The bug related with hot keys in the unwrap window is old at least three years. I used to use spacebar to "Select By Element UV Toggle" a lot. But today in three last versions of 3ds it works only if you are out of unwrap window focus (click in the 3d viewport).

This bug as a present from autodesk slow down work a lot! Maybe everybody should report this to the autodesk and maybe in next update or next few years it will work again.

Thank you for such a great script!!!

PolyTools3D's picture

Up/Down keys issue

Hi Headd,

I have run into this same problem and also received a few emails reporting the it.

It seems it is a Max related issue and has to do with how Max handle the Tab Controls, at least that is how it looks to me.

If you make the selection in the viewport instead of the Unwrap Editor, then the keys works fine, but as soon as you focus (click) on the Editor or a rollout (even in the Unwrap Modifier panel) Max takes control of the Up and Down keys and use them to tab between the different controls, similar to using the Tab key.

Unfortunately I do not see a fix for this, and would be glad to know if someone has a workaround.

Regarding the rotation, the current function does rotate around the center of the Shell, but what you mention makes more sense, so I will see if I can modify it to rotate around the pivot, and perhaps keep the rotation around center hocked to Ctrl key.

Thank you!

milie's picture

Great, saving settings and

Great, saving settings and macro shortcuts are working :)

- A small problem, though, when I decided to assign rotate/mirror to ctrl+arrows.
The ctrl+up/down arrow doesn't work here, no action was recorded, as if nothing happens. Also happens if assing the script to plain up/down arrows, no modifiers (eg. ctrl)

- Another thought. Right now, the rotation is based on the selection center, not the actual pivot, because if i move the rotational pivot to a corner, the shells will rotate from the selection center.

Otherwise, congrats for the script. It's a must have.

PolyTools3D's picture

Pixels per metre

Hi mawilbolou,

PolyUnwrapper does not have such a feature built in, but I have another tool that does what you are looking for, and also has a few other functions. Check it out here:


Note that the Texel Density is based on the texture size, so if you are using different textures sizes you would need to select the models separately. But you can select a group of models that share the same texture resolution and normalize all of them at once.


mawilbolou's picture

Pixels per metre

Hi there...

Cool script..

It would be great to select a bunch of geometry, apply the unwrap modifier,
Set the pixels per metre (EG 128 PPM) and unwrap it to that scale...
Is that possible with PolyUnWrapper?

If not it would be a amazing addition! and every game artists dream!


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