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

