Blender all texture images into one

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chorche.rob
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Joined: Thu Jun 21, 2012 1:13 pm

Blender all texture images into one

Post by chorche.rob » Thu Jun 21, 2012 1:25 pm

i want to export a blender model for my game, and it would be much easier to import it, when it contains only one texture image. Unfortunetaly there are 6 texture images. The question is: How can i put all texture images into one image, so i don't have to re-map the textures?

CoDEmanX
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Joined: Sun Apr 05, 2009 7:42 pm
Location: Germany

Post by CoDEmanX » Thu Jun 21, 2012 3:01 pm

There was such a feature in blender 2.49:
http://forums.civfanatics.com/showthread.php?t=366698

but obviously not in recent versions, but you may have a look at these:
http://wiki.blender.org/index.php/Doc:2 ... ender/Bake
http://wiki.blender.org/index.php/Doc:2 ... ng_UV_Maps
I'm sitting, waiting, wishing, building Blender in superstition...

chorche.rob
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Joined: Thu Jun 21, 2012 1:13 pm

Post by chorche.rob » Thu Jun 21, 2012 3:28 pm

CoDEmanX wrote:There was such a feature in blender 2.49:
http://forums.civfanatics.com/showthread.php?t=366698

but obviously not in recent versions, but you may have a look at these:
http://wiki.blender.org/index.php/Doc:2 ... ender/Bake
http://wiki.blender.org/index.php/Doc:2 ... ng_UV_Maps
I don't see anything that would help me in the links you posted. Have i missed something?

stiv
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Location: 45N 86W

Post by stiv » Thu Jun 21, 2012 4:04 pm

Is there some reason not to simply put all your images into one giant texture and UV map from that?

chorche.rob
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Joined: Thu Jun 21, 2012 1:13 pm

Post by chorche.rob » Thu Jun 21, 2012 4:14 pm

stiv wrote:Is there some reason not to simply put all your images into one giant texture and UV map from that?
I can crate an image which includes all textures, but the problem is that it would be wery dificult to remap the textures, and i have to do that for more than one model!

Rik612
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Joined: Sun Jun 24, 2012 4:18 am

Re: Blender all texture images into one

Post by Rik612 » Mon Jun 25, 2012 7:32 am

I do not know Blender much but I have done similar with max and photoshop.

My workflow would be something like this.....

Create your master image using what you prefer. I like Photoshop. The main thing here is make sure your master image contains each of the 6 texture images and is square (512x512, 1024x1024, or something similar) so that it fits well into the uv editor window. Make sure you do not move around pixels of each of the 6 images. Keep them as they are only move each group of pixels to fit on the larger canvas size.

I would then open my modeler(max in my case), and apply the new master texture to the entire mesh. Open uv editor, change the editors background to the master image. Move all the faces of your mesh off the UV editor window. Then you can select the faces that belong to each separate map, move those faces into the UV editor window and scale them down uniformly and place them on the part of the master image, in the uv editor window, where they belong. You should be able to see the results in the 3d view window as you work. You will have to do this for the entire mesh but at the end you will have a single master image with the entire mesh.

Sorry I cant give you exact instructions for Blender but maybe this helps

chorche.rob
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Joined: Thu Jun 21, 2012 1:13 pm

Re: Blender all texture images into one

Post by chorche.rob » Fri Jun 29, 2012 3:23 pm

Rik612 wrote:I do not know Blender much but I have done similar with max and photoshop.

My workflow would be something like this.....

Create your master image using what you prefer. I like Photoshop. The main thing here is make sure your master image contains each of the 6 texture images and is square (512x512, 1024x1024, or something similar) so that it fits well into the uv editor window. Make sure you do not move around pixels of each of the 6 images. Keep them as they are only move each group of pixels to fit on the larger canvas size.

I would then open my modeler(max in my case), and apply the new master texture to the entire mesh. Open uv editor, change the editors background to the master image. Move all the faces of your mesh off the UV editor window. Then you can select the faces that belong to each separate map, move those faces into the UV editor window and scale them down uniformly and place them on the part of the master image, in the uv editor window, where they belong. You should be able to see the results in the 3d view window as you work. You will have to do this for the entire mesh but at the end you will have a single master image with the entire mesh.

Sorry I cant give you exact instructions for Blender but maybe this helps
Thanks for your anwser but i want a more automatic way. I guess i'll write an importer for my game, that will combine the textures.

juhana
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Joined: Mon Sep 17, 2012 8:49 am

Post by juhana » Tue Sep 18, 2012 4:29 pm

Has this been solved? How about
https://github.com/tamask/blender-atlasutil

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