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openglblendertexturinguv-mapping

A couple of textures into one in Blender


I have some model in Blender. I'd like to:

  1. Connect a few different textures into one and save it as bitmap
  2. Make UV mapping for these connected textures

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:

  • Can I do 1. and 2. phases exclusively in Blender?
  • Is Blender Bake technique is what I'm searching for?
  • Is there some tutorials shows how to do it? (for this one specific problem)
  • Maybe somebody advise me another Blender technique (or OpenGL solution)

Solution

    1. Connect a few different textures into one and save it as bitmap
    2. 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.