With a litte cheating you can use the packing feature in Unfold. Just create some new UV's with Unfold, copy/paste the old ones into the Unfold UV's and use the packing.

- Ronald

On 4/1/2013 15:29, James De Colling wrote:

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] <mailto:[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]
        <mailto:[email protected]>>
        Reply-To:  <[email protected]
        <mailto:[email protected]>>
        Date:  Monday, 1 April, 2013 12:04 AM
        To:  <[email protected]
        <mailto:[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]
        <mailto:[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]
                <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]
                <mailto:[email protected]>>

                   Sunday, March 31, 2013 5:56 PM

                Finally managed to get  a moment to re-subscribe.

                Jordi Bares
                [email protected] <mailto:[email protected]>





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