I'm making a car model for a game with interactable interior, so i have all buttons, pedals and other moveble objects as separate objects. How could i wrap them all into one UV map to texture them later?
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$\begingroup$ You may join the objects with Ctrl+J, then unwrap it and finally bake their textures to one single image. Related: blender.stackexchange.com/questions/57944/… $\endgroup$– Paul GonetCommented Sep 15, 2016 at 15:06
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$\begingroup$ @PaulGonet - That's how we old folks did it in the times, before the texture atlas addon was a thing :-) $\endgroup$– metaphor_setCommented Sep 15, 2016 at 15:19
1 Answer
The easiest way to get the UVs of all meshes of a complex model into one UV map would be using the Texture Atlas addon. It's in Blender's Community Addon Catalog and can be activated in "User Preferences - Add-ons" (Search for "atlas").
Once activated, you can find it in "Properties Window - Render - Texture Atlas".
For an in-depth tutorial I recommend watching Gleb Alexandrow's great tutorial on how to use the add-on.
In case you already have separate UV maps, I'd use the settings I described in this answer.
The difference between the add-on and Paul Gonet's method is that the major part of the tedious "join - unwrap - separate" process will be done automatically.
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$\begingroup$ Samrt UV randomize my UV, so it's too hard to find what is what on it ( $\endgroup$ Commented Sep 15, 2016 at 15:40
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$\begingroup$ Even parts of one mesh being separated to opposite corners of UV ;(( $\endgroup$ Commented Sep 15, 2016 at 15:42
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$\begingroup$ @Stanislav - check the second link in my answer. It's there for a purpose. $\endgroup$ Commented Sep 15, 2016 at 16:01
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$\begingroup$ Oooooooh, ii see. But anyways i almost re umapped this big map :D $\endgroup$ Commented Sep 15, 2016 at 16:08
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$\begingroup$ @Stanislav - it's just one method to achieve the goal. I used it to map complex models with up to 150 objects into one UV map. If my answer solved your problem, please consider marking it as "accepted". $\endgroup$ Commented Sep 15, 2016 at 16:17