A texture for a full model

I have a lot of textures(briks, floors exc) in a building made in blender. I have use the UV-mapping.
The question is:‘How can I generate only a texture for the entire building, for reduce the drawcalls?’

Hello there. Not sure if I get it correctly, anyway this is a possible method:
Export the uv layout to image and open it in Gimp/Photoshop/any 2d capable application. Copy and paste portions of the textures you want to apply according to your model UV layout. This way you can texture the whole model with a single shader and texture. If you have lot of different materials glossiness you’ll need to generate a glossy map too, to be able to tweak different glossiness within a single material. I hope this helps

Thanks. This is a good solution but it is not right for me, because my building is really complex. Are there other faster ways?

Unwrap the UVs and paint the texture directly on blender, with paint projection or such.
How complex is the building? I mean, if it’s a complex game scene you textured by applying one texture per material-and so so the scene is modular… And if you used let’s say not more than 10 texture… Well, an entire environment with less then 10 calls isn’t a bad one.

If you have one UV layout which covers all building, assign new image to that and Bake Textures (Render panel) on it. Then create new material based on this UV and texture you baked. This is diffuse color; you still would need other maps as it was pointed by Steno.