What I generally do for atlas work is create a cluster for each object
(that wouldn't be easily selectable after merge)  then merge,  duplicate
the uv set,  layout the second set to something far more optimized for
atlas,  then rendermap (albedo only)  down to a new texture.  Delete the
first uv set and your good to go.

Unfortunately that's the quickest way I've found.... And I recommend
exporting the model into maya/modified etc for packing since xsi doesn't
have such a basic feature

James,
On Apr 1, 2013 7:20 PM, "Tim Leydecker" <[email protected]> wrote:

> 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 letæ„€ 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 donæ„’ 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].**com<[email protected]>
>> >
>> Date:  Monday, 1 April, 2013 12:04 AM
>> To:  <[email protected].**com <[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 
>> <christopher@thecreativesheep.**ca<[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]
>>>>
>>>>
>>
>>
>>

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