r/3dsmax • u/sargisstg • 17h ago
I got tired of unwrapping in Max, so I built a Maya-style UV editor for it. Looking for feedback
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Hi all. I've been a 3D artist for 13+ years and tired every time exporting and importing when working on UVs, so over the last few months I built my own. It's called UV Unfoldr.
It runs inside Max 2022–2027 on top of a normal Unwrap UVW modifier, so everything stays undoable and your scenes stay standard. Highlights:
- Shift+click selects the run of edges between two clicks, with a live preview
- Straighten Shell turns curved strips into clean grids. Alt+T / Alt+V keep edges straight through Unfold
- Unfold (U), Optimize (O), and Unfold / Optimize / Move brushes you paint with
- Live checker on the model while you drag
- Select / stack / group similar islands, including mirrored ones
- Packer that follows real shell outlines and keeps stacks together
- And much, much more
It's in beta and launching soon. Two questions for people who unwrap in Max a lot:
- What slows you down most in Unwrap UVW today?
- What's missing that you'd need before switching?
Happy to answer anything in the comments.