ANM220 week#4

After optimise the tower model, I start to unwrap it. Although I feel kind of struggling in arrange the uv layout and unwrap so much elements. But finally, I am done with it and can start to texturing now. All the struggle is well worthy, after doing so many research and finding solutions online. I got to know several techniques and workflows of unwraping and texturing.


Figure1. Tower Unwrap with checker map

The most common techniques that used in game asset is using atlas and tiling texture.  As we mentioned before, the increasing amount of texture for each object will cause waste in video memory and runtime. The altas texture is typically a collection of several textures. I have done some research for how to do it, but coulndt’t find a very specific tutoriol that using 3d software itself, most of them are using addons or script. The goal of using altas texture is mainly save the drawcall, thus there are two main process. One is combined as much textures in one map as possible, anther is lower th resolution if you can. The first one is basically combine maps that you are already unwraped before. The next one is overlap the facet that share the same texture, so you can lower the resolution of your texture. Due to this reason, you will need a tileable texture, basically means it is seamless when tile them.


Figure2. Atlas mapping with tiling texture.

In Unity, for one object that has several element and each of them has its own material, if the object is not gonna move, you can use static batching in unity, it will make all the object into one drawcall.



Figure3. Seamless texture

To do texture altas in 3ds max, we will need a script call texture atlas generator. However this time you would be better to not use tiling textures.The process will be first inport all the objects you want to combine the texture into one scene, then use the generater to genrate a large combined atlas diffuse map.  While sometimes there will be some problem, so you need to check your texture if it will work. After you apply them as material, you will need to adjust th uv accordinate to the atlas texture. If it is all fit, then it’s done!


Reference List:

A. (2007, October 18). Phantom. Retrieved October 15, 2016, from

M. (2014, January 27). Static batching in Unity 3D with Texture Atlas. Retrieved October 15, 2016, from

S. (2016, October 8). Broken Tower (WIP) Need help with planning the UV tilling layout! Retrieved October 15, 2016, from

I. (2013, October 29). The correct way of making Texture Atlas. Retrieved October 15, 2016, from


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s