The default size of pelted maps in 3dmax. a question.

3dmax, UI

So this one will be again, the call for a new tool . Now it might very well be that image of big head and small eyes
someone of you know some work around or some way to achieve this, if so please share with us your knowledge. So its all about texturing and laying out uv maps. Lets say I have a character which I am planing to texture using unwrap uvw modifier and say a pelt mapper. Now my model has a separate model for head, torso, cloths, hands and so on. After I peel each of them, the sizes of my characters head texture, hand texture and everything come in same size. they all are fitted to this one square.. Now if I want to hand paint textures things like the width of the line in a texture matters. so in the case where  I have, lets say a giant head of the character and tiny tiny eyes, the unwraper will make them same in a size. And that gives me a problem. If I apply same texture say with a dots, the dots on a head will be huge compared to the ones on the eyes…

naturally in a unwraper I can resize everything, but as far as I know its all done by hand. So the question remains, how to make many pelt maps from many separate objects so the sizes would be very simar to these sizes of actual geometry? default size of a pelt map in unwraper

————————–Ok! seems I have an answer myself :) I found this grait tool – Unwrella! from now on its sort of advertising, but i found it solves exactly this problem – it makes the sizes of pelt uv’s all correct sizes relative to each other! text from their website:

Unwrella is an exact unwrapping plug-in for Autodesk 3DSMAX and Autodesk Maya. It is a single click solution which allows you to automatically unfold your 3D models with exact pixel to model surface aspect ratio, speeding up texture baking UV map production significantly.

  • Automatic one-click solution – Just apply the Unwrella modifier
  • Precise – Preserves user created UV Seams
  • Smart – Reduces texture mapping seams almost completely and minimizes surface stretching
  • Efficient – Chunks are kept large and are arranged on the UV surface with maximal use of available space
  • User-friendly – User defined pixel based padding between UV chunks
  • Excellent for all kinds of models (organic, human, industrial)