Sharing the same UV space among different objects

Hi guys,

I use brender 2.7 to model a game asset consisting of several objects. The question is how to project UVs of the whole model onto the same UV space, keeping the objects separately?

‘Draw other Objects’ option in the Image Editor view menu

Thanks for the reply, Richard!

I couldn’t make use of this option and was writing a new question, when I suddenly noticed a pale net of UVs of the object which is not in the Edit Mode. Will try change the colors in the settings.

Apparently, this option didn’t help working out my problem. Since it doesn’t allow to edit UVs of other objects, it’s useless.

It seems the only way I have is to join the objects together, edit UVs, separate meshes by selection, merge meshes back to the original objects. Looks tedious, but I can’t see another way. Now the possibility to easily change meshes of objects would be handy.

Any ideas?

Not sure if i understand you, but you want to get multiple objects projected on same UV image. Never done this before, but
i PrtSc few photos from one tutorial series. Here’s how he all objects for map projected on only one image:

http://i.imgur.com/ULXr6ld.png (he separated all objects and even snapped them with xy grid, then he joined them into one object)

http://i.imgur.com/Scax242.png (after UV he got this mess)

http://i.imgur.com/aCG0lpx.png (he can easy select one separated part of object, but there are parts of mesh projected all over image, so he drag them all together)

http://i.imgur.com/z8li2zL.png (he did that for every separated part of mesh, and now he can put them back into that image)

http://i.imgur.com/SbgZoLF.png (he also snapped parts that look same, so they can share same UV space)

And at the end, he exported UV image to editor (he used GIMP), made textures there, and came back to Blender and separated mesh into more objects. After that you can easy drag and drop walls, floor and everything in Unity, but the point is that all textures are on one single image.

are you trying to set up a texture atlas for drawcall management? there are some scripts out there that do it automatically. if your using Unity, i believe there are even some apps in the asset store that will do it on that end.

but i usually just create a single large image file, like 2048 x 2048, unrwrap the first object starting in one corner, manually arrange the UVs to get the most efficient use of space/make it so you know what it is when your painting texture. then move on to the next object and do the same thing in a different spot. so i can fit as many objects on to one image as possible. with especially complex things i’ll work on one object at a time, get its base colors painted to where the texture looks right on the model. then simply unwrap the next model, loading up the same image to work on.

i forgot to mention this. you can join multiple objects, unwrap and arrange UVs, then hit P to seperate each object again, does make things quicker. it just depends on what you are working on.

The point is that my model (a turret) has different parts which have to have their own mesh origins, since some parts move relatively to others. When I’m in the game engine it’s easier to snap that parts to their joints. Once I combine those meshes into a single object I end with one mutual origin, which makes my entire model inapplicable for export.

The way I work it out is duplicating my separate objects (with arranged origins), combining the copies together, unwrapping the entire mesh and replacing the meshes in the original objects. I assume this workflow could be automatized by means of Blender scripting, but this is another research and I’m lazy… On the other hand, I have no much models in the game with such a configuration.