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Texture atlas's, how to make them
Hi all I am trying to find a simple way of making texture atlas's in 3ds max http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator?page=1 this script seems perfect however I think its incompatible with my max 2011 because it gives me tons of uv errors, and I cant export to older versions of max (using fbx or obj) because it ruins the uv coords making the art pipeline screwed
http://forum.unity3d.com/threads/6699-Texture2D.PackTextures this would be nice if it worked in compile time not runtime, also I dont know if it would slice geometry for the uv's
-Edit
Maybe a better question is is there something in unity similar to this XNA sample http://create.msdn.com/en-US/education/catalog/sample/sprite_sheet where it has multiple textures combined into one at compile time using a texture TXA coordinate file, this is a different method from the beginning question but any way to achieve texture atlasing would be a great help
That script doesn't work, I tried to edit it (I'm and artist so couldn't fix it :) ) so it's not helpful unfortunately. There is Flatiron, but it's not cheap.
Answer by Thet Naing Swe · Apr 19, 2011 at 07:01 AM
http://www.scriptspot.com/3ds-max/scripts/texture-atlas-generator ..
It might helps you do what you want.
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