After applying to a small studio and making a model of an axe with two pieces which meant separate UV maps. After submitting the model and textures, I was told that both the blade and handle of the Axe should be in one texture. I don't really know how to do this in Blender, so any help would be appreciated.

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    Welcome to the site. Your question may be on the verge of being off topic for Blender.Stackexchange, becaues combining two images into one, even if in support of a blender model, is image processing, and this particular bit of image processing is not within the scope of Blender.stackexchange.. – brasshat Jun 19 '15 at 2:12
  • you need use the compositor.. please check blender.stackexchange.com/questions/32677/… – yhoyo Jun 19 '15 at 2:26
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    @yhoyo You linked back to this post – GiantCowFilms Jun 19 '15 at 2:27
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    @brasshat I don't see how this is off topic, it's fairly simple baking. I'm writing up an answer right now. – TARDIS Maker Jun 19 '15 at 2:32
  • @TARDISMaker, I can think of ways to combine two images in Blender, , which is why I explicitly included the bit about being on the verge of being off topic. Yes, Blender can do it, but I think it's better attempted in image processing software, where there are a wider number of tools available to help achieve the task more quickly and directly. – brasshat Jun 19 '15 at 2:41
up vote 14 down vote accepted

This can be done easily with some baking in Blender.

First, join your two object together with CTRL J.

Create UV map for your bake that include both objects.

New "baked" UV Map

Then create a new image for your texture bake, create a new material for it, and make sure it's selected, then go to the textures tab, create a new texture, and link in the image your just created to it.

Then go to the bake panel in the Render portion of the properties tab, and change the type to texture, and press bake.

Bake panel options

You should get something like this. (of course it will be your textures instead of mine)

Baked texture result

Then just save out the image, remove the other material slots and the first UV map, and you should be good!

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    And you can bake multiple materials with different UV maps into one texture also. – Denis Jun 19 '15 at 3:44
  • Ah, that's neat. I didn't think of that. Does it require any special steps, or does it work in basically the way I outlined it? – TARDIS Maker Jun 19 '15 at 4:05
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    Works the same, just define the UVs and textures in the material and bake on the main UV map – Denis Jun 19 '15 at 4:23

Take your two textures, and combine them side by side in your image editor (such as photoshop).
It will make reassigning the UVs easier if the two images are the same size, and the new image is simply double the width (or height).

In blender change the texture image on both the handle and the axe.
You can do that by opening the properties region N in the Image Editor and changing the source of the image.
image source
You will have to adjust the position of the UVs (because you changed the size and shape of the image texture.) If your new image is double the width of the old imge, select all the UVs and scale along the X axis by .5. (SX .5)

Last join your two objects together CtrlJ. (If you join them before changing the UVs and texture you will be creating more work for yourself.)

  • Is there no way to automate this solution? I'm headed down this path because blender's automatic re-packing is resulting in a huge drop in texture quality. It's like it takes the bits of my textures where the resolution was the most important, and scales those down, while storing other things multiple times which were only stored in the original texture files once. But I also have a lot of texture files and don't particularly fancy spending a whole week per file. – Trejkaz Jan 10 at 14:50
  • (Also, what mode do I have to be in for S to do what you're saying it does? As usual with Blender stuff, it is doing something completely different.) – Trejkaz Jan 10 at 14:52

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