That's a nice little trick,  will give it a shot.  Still extremely limited
alas,  but handy in a pinch
 On Apr 1, 2013 10:54 PM, "Toonafish" <[email protected]> wrote:

>  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]> 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]>
>>> 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]
>>>>>
>>>>>
>>>
>>>
>>>
>

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