Hey Carl,
if you select all three objects and display the Texture Editor,
do the UV shells overlap?
If yes:
1)
The UV layout needs to be modified and the combined texture
inputs baked into a new, single map that is assigned to a
ne, single material. All clusters and modeling history
can be deleted afterwards.
A convenient way to do that is to merge the 3 meshes (or a copy)
then create a new planar projection. From that, you get UV definition
for all UVs/vertices in the mesh and can now selectively copy over
existing/working Uvshells you like by selecting them, copying them
into the new projection set even laying out new shells using unfold
is not a problem as you can always copy just the shell bits you like
into that planar projection map.
Once happy with the modified (pseudo-)planar projection, all you need
to do is bake the textures using the original UV space as a source and
the new one as a target.
2)
If that sounds like too much work and texture space is not a rare good,
you can also just create a plane, assign a planar projection to it,
then select the first mesh and the plane, open texture editor and
scale alle UVs down 0.5 (using the transform input) then snap the scaled
down uv shells to the UV 0-0 origin. The plane functions as a guide as it
centers
your scale pivot to the center of the 0-1 range and let´s you scale down
everything nicely to 0.5.
You repreat that process for the other two pieces, moving each to a
seperate square of the 0-1 range. Ending up with three uv shells neatly
packed into the UV 0-1 range (like tiles in a bathroom).
You can then stamp your UVs to use as a guide in Photoshop and just move
the three texture into their place there. If you had 3 2k maps, you end
up with one 4k map. You could also rendermap but combining the map in
Photoshop may give you cleaner results in that case.
The cleaning up of history and clusters may involve creating another
planar projection, then copying the seperate cluster uvs into that one
and deleting everything you don´t need afterwards anyway.
If no:
Merge, create new planar projection, copy the shells over into planar
projection,
delete clusters. Stamp the uvs as a guide. layer the three textures in photoshop
(you should not need to nudge the textures in photoshop) combine into one layer
by masking out the bits you need. save. assign to new material.
double check for obsolete uv sets and clusters.
Cheers,
tim
On 01.04.2013 06:17, carl callewaert wrote:
But that does not create 1 texture that is an atlas texture of the 3
separate texture.
Merging create 3 cluster with 3 material with each their own texture. This
is super bad for drawcalls in a game engine.
c
From: Luca!!!! <[email protected]>
Reply-To: <[email protected]>
Date: Monday, 1 April, 2013 12:04 AM
To: <[email protected]>
Subject: Re: creating atlas textures
Maybe you want to MERGE the objects. It will create 1 object. It will be
considered as a unique object. So normally one knows when to use Merge.
- Select the 3 objects.
- (MODEL module) > (Create) Poly.Mesh > Merge.
Then follow the options.
2013/4/1 Christopher <[email protected]>
Make one object a parent and the other the children, then branch select and
apply the material, I hope I'm right off the top of my head ? :)
Christopher
carl callewaert <mailto:[email protected]>
Sunday, March 31, 2013 10:02 PM
In my scene are 3 object with each a texture and each their UV.
Is there an easy way to create 1 material with the 3 texture
combined in 1 texture and 1 uv?
c
Jordi Bares <mailto:[email protected]>
Sunday, March 31, 2013 5:56 PM
Finally managed to get a moment to re-subscribe.
Jordi Bares
[email protected]