- The current state
- We've got a very simple prototype built with several scripts that extract the meshes and texture parts, run TexturePacker to pack the texture atlases and then update the UVs of the meshes in the fbx files.
- Start of development
As you know — building something nobody wants is a pure waste of time. We think that a tool like this will be useful to many 3d artists and game developers — several TexturePacker users also asked us for 3d model support in the past. But we still have to get more people interested in the project to get started.
We'll start as soon as we get enough users who signup to our pre-launch newsletter:
- Why a separate tool?
- The 2d TexturePacker3D and the new TexturePacker3D have a lot in common at first sight - that is right - but they are entirely different internally. TexturePacker3D focuses on sprites and sprite sheets with support for game engines and their specific data formats, pivot point editor, and animation preview. TexturePacker3D's job is to load, pack, and save 3D models. It supports multiple textures for the different types of maps (albedo/diffuse, emissive, normals, and more).
- For which OS will TexturePacker3D be available?
- We'll create versions for Windows, macOS and Linux (Ubuntu) as with all our other tools.
- What's so great about a texture atlas?
A texture atlas has 2 main advantages over using single texture files:
- Reduced memory consumption
- Increased performance
The atlas textures created with TexturePacker3D only contain the relevant pixel data which is used on the mesh. The polygon packing algorithm packs the mesh parts as tight as possible.
The atlas allows the 3d graphics hardware to set the texture once and thus allows faster rendering of your 3d models by reducing draw calls.
- What about 2d and sprites?
TexturePacker3D is designed for 3d models. If you want to pack sprites on a sprite sheet use TexturePacker.
- Pack multiple 3d models into (shared) texture atlases
Use case: You got a bunch of models that you want to use in your scene and you want to combine their textures in an atlas for faster rendering and easier handing of materials.
Solution: TexturePacker3D combines the textures of multiple 3d models into texture atlases. The auto-size feature can automatically scale the textures down to match your specified maximum texture size.
- Extract model textures from atlas
Use case: You bought a set of 3d models that use a shared texture atlas, but you only need only some of the models. You want to get rid of the obsolete parts in the atlas that waste memory.
Solution: TexturePacker3D only packs the texture parts used by the models you specify. Parts of the texture that are not referenced by any model are simply ignored.
- Consolidate textures of a 3d model
Use case: Your freshly designed model contains a lot of separate textures which you want to combine into a texture atlas.
Solution: TexturePacker3D extracts the relevant parts of the texture and adds them to an atlas. You can even re-scale the textures to match your texture size constraints.
Configuration, UI and command line
- Graphical user interface
TexturePacker3D comes with a modern graphical user interface with drag & drop. Add your models and textures by dropping them into the main window.
Store project files to easily update the atlases when you made changes to a model without configuring the whole process over and over again.
- Command line & batch processing
Use the command line to add TexturePacker3D to your build process and fully automate the building of the texture atlases.
You can either use the command line options or specify a project file you set up with the graphical user interface.
- Which 3d model formats will it be able to load?
- We'll start with FBX and OBJ files.
- Which texture file formats will it be able to load / save?
We'll support reading and writing of the following formats: png, tga, jpg, bmp, pvr, pkm, dds. You'll also be able to import textures from Photoshop (psd) files but writing is not supported.
- Is hardware compression supported?
Sure. Files can be compressed using ETC1, ETC2, PVRTC and DXT.
- How much is it going to cost?
- We've not decided yet — but it'll be in the price range of a TexturePacker license.
Still need help?
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