Baking a single image from multiple textured objects in Blender using Blender Render


https://i.ytimg.com/vi/spPX3JZOtRc/hqdefault.jpg



I wanted to show the process of UV mapping, assigning unique materials and texture maps and then using the Texture Atlas add-on to combine multiple objects into one image, known as an Atlas Map.

My apologies if I am a little scatter-brained and tongue tied on this one…I shouldn’t record a tutorial at 2 a.m. apparently 🙂 I also should have created some more appealing test textures….man those are ugly..sorry about that.

See my other tutorial for doing this same thing using Cycles Render Engine


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23 responses to “Baking a single image from multiple textured objects in Blender using Blender Render”

  1. Hi Bryson! I successfully made a texture atlas for 4 models as you did and it works fine in Blender. I exported the models to Unity, I create a material and I added the texture atlas in albedo slot in that material. When I apply the material to one model, all the entire texture atlas is drawn on this model. How to fix it? Thanks

  2. OK, but you went from having the efficient use of same texture/UV for each side to repeating that texture for each side… wasting lots of texture space. What if you really did want the same texture on some/all sides (preserve the overlapping UV's when moving to the atlas)?

  3. I have a model that has no UV map, but textures that are already mapped to fit the model. This model has about 5 textures inside separate materials to fit each non-uv mapped piece.

    Is it possible to make Blender generate a UV map and a single texture that combines all the other textures into a single mapped image?

  4. If I have several objects with UV textures applied, is there a way to bake them all using a similar technique? I've followed this guide all the way through, but I'm not sure how to map the original UVs onto the atlas UV since I'm not using materials. or… is there a way to apply a complex UV to a material so I can bake it? I'm very confused and not-at-all experienced with Blender. Thanks.

  5. nice, what happened if I use Averagen island scale and then pack island from my UV? I think wherever I use this stuff, the texture really change and even the color grid, I prefer the colour grid with full of symetrical size, but I think when someone use texture atlas, might consider the av.island scale and pack island, sometimes makes trouble.

  6. Hi Bryson
    , Will this work if I have already made my model (a building). I have been trying to texture it for about a week but cant do it.It has lots of separate parts that need different textures. All the tutorials I have seen are about multiple textures on a single object and I need to put multiple textures on multiple objects.

    Thanks

  7. +Luca Crisi Yeah, at the 1 minute and 26 second mark I am dragging a window over from my second monitor. If you don't have a second monitor and drag and drop isn't really an option then you can just press the Open button in the UV/Image Editor and browse for your files that way.

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