I have some model in Blender. I'd like to:
I need to solve this problem for textured models in OpenGL. I have data structure which giving me possibility to bind one texture into one model, so I'd like to have one texture per one model. I'm aware of fact that I can use Texture GL_TEXTURE_xD_ARRAY, but I don't want to complicate my project. I know how to do simple UV mapping in Blender.
My questions:
- Connect a few different textures into one and save it as bitmap
- Make UV mapping for these connected textures
You mean generating a texture atlas?
Can I do 1. and 2. phases exclusively in Blender?
No. But it would be surely a well received add-in.
Is Blender Bake technique is what I'm searching for?
No. Blender Bake generates texture contents using the rendering process. For example you might have a texture on a static object into which you bake global illumination; then, instead of recalculating GI for each and every frame in a flythrough, the texture is used as source for the illumination terms (it acts like a cache). Other applications is generating textures for the game engine, from Blender's procedural materials.
Maybe somebody advise me another Blender technique (or OpenGL solution)
I think a texture array would be really the best solution, as it also won't make problems for wrapped/repeated textures.