Every time I try to search for an answer or solution to this problem, it always comes up with the wrong information or something that is so outlandish that I don't understand.

I'm relatively new to Blender and I have a 3D model I downloaded that has a multitude of textures, from eyes, mouth, and body. I want to merge all these textures into one image so there can only be one texture file associated with it.

How can I do this? Do I need to compile the images in the UV/Image Editor, then re-UVmap the images in Blender? If so, could I just copy existing maps and somehow paste them onto the compiled version? Is there a wizard or file format that can do this for me?

Thank you for any help and I'm sincerely appreciative of any assistance.

  • 2
    $\begingroup$ Look into baking. $\endgroup$ – Shady Puck Aug 18 '16 at 0:36
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    $\begingroup$ Ah, that was actually what I was looking for. Sorry for the thread, and this is resolved! Thanks. $\endgroup$ – Smeers Aug 18 '16 at 1:18
  • $\begingroup$ If my answer helped, please consider accepting it by selecting the checkmark in its upper, left-hand corner. It would help me greatly and make me very happy! Thanks. $\endgroup$ – Shady Puck Aug 27 '16 at 12:38

So to write up an answer, the OP needed baking.

Cycles baking is a relatively simple process as far as Blender goes, and is roughly like the following:

  1. UV Unwrap a mesh with no overlapping Islands.
  2. Add a new, blank image in the UV/Image Editor.

       enter image description here

  1. Go to the Node Editor and add an Image Texture node. Select the blank image. Do not make the image interact with the node tree in any way. Make sure the node is selected.
  2. Go to the Properties panel > Render tab > Bake dropdown and select the following settings (for pure image textures).

       enter image description here

You will then have an image with all the various Image Textures mapped onto it. You can incorporate this image with UV Texture Coordinates into one mega-object material.

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