[Problem]
In 3ds Max, I have to model with an unwrap modifier in the stack. The UV window is only displayed if the modifier is selected...........This is insane because I need to see the UV's as I model at the same time. The 3ds max UV editor is also extremely outdated in regards to UI. Please make a super neat version as in Maya. I cannot model and edit UVs at the same time like I can in Maya. This is just one more reason I am migrating to Maya but I honestly wish the best for 3ds max. The neglect of developing 3ds max is very upsetting.
[How its supposed to work]
In Maya (And I believe Softimage XSI), I have the ability to model an object with the UV editor window open at the same time. I can even have the UV editor displayed through a view-port. This means I can model something while seeing the textures in the view-port. This offers an instantaneous feedback loop.
Combined with Maya vew-port 2.0, I can create objects while texturing them and seeing instant feedback in the view-port.
[Solution]
Please work with the Maya team and Rizom Lab (Makers of unfold 3d) to create a totally new UV editing experience in 3ds Max. Users can model and edit UVs at the same time with view-port feedback. Users can open the UV editor as a window or a view-port. UV editing will not depend on local modifiers (Particularly frustrating for large scenes with many objects). UVs will be viewed by selecting object(s). This will be extremely important in regards to future development in a PBR view-port for 3ds max.
A tight relationship between modelling, UV editing, Textures, Shaders and real-time feedback with a PBR view-port is essential and long overdue for 3ds max.