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Texture Atlas Generator

Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

Texture Atlas Generator

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3D preview

Files are processed on your device. Nothing is uploaded or stored on the server.

Which settings are preserved?

Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

Formula

    Can I inspect the result?

    Select a local file, adjust the settings, inspect the available preview, then download the result. Outputs remain in this tab until you leave. Keep the original model and test the result in your target application. Very large or complex models may exceed device memory; the 100 MB input limit does not guarantee a model will fit.

    Tips

    • Opaque textures can become JPEG; transparent textures remain PNG and a larger recompressed image is discarded. Geometry, UVs, skin weights, bones, morph attributes and animation tracks are retained where supported, but simplification changes the surface and recalculates normals. Inspect thin parts and material appearance before use.
    • External resources are not supported. Embed textures and buffers in the model.

    Comparisons

    Original

    FBX / GLB × 8

    Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

    Original triangle percentage

    2048×2048

    Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

    Download

    PNG + GLB

    Download each generated file separately. The browser chooses the download location; if a download is blocked, use the output button again. No account is needed and files are never added to your temporary file storage.

    User guide

    Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

    Select a local file, adjust the settings, inspect the available preview, then download the result. Outputs remain in this tab until you leave. Keep the original model and test the result in your target application. Very large or complex models may exceed device memory; the 100 MB input limit does not guarantee a model will fit.

    Opaque textures can become JPEG; transparent textures remain PNG and a larger recompressed image is discarded. Geometry, UVs, skin weights, bones, morph attributes and animation tracks are retained where supported, but simplification changes the surface and recalculates normals. Inspect thin parts and material appearance before use.

    Files are processed on your device. Nothing is uploaded or stored on the server. Maximum 100 MB per file. Use embedded textures.

    Download each generated file separately. The browser chooses the download location; if a download is blocked, use the output button again. No account is needed and files are never added to your temporary file storage.

    FAQ

    How do I choose a model?

    Select a local file, adjust the settings, inspect the available preview, then download the result. Outputs remain in this tab until you leave. Keep the original model and test the result in your target application. Very large or complex models may exceed device memory; the 100 MB input limit does not guarantee a model will fit.

    Where are my files processed?

    Files are processed on your device. Nothing is uploaded or stored on the server. Maximum 100 MB per file. Use embedded textures.

    Which settings are preserved?

    Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

    What does the output contain?

    Choose up to eight textured FBX or GLB models in the desired order. Each must use exactly one base-color or diffuse texture and have UV coordinates. The fixed 2048×2048 PNG atlas uses four columns and two rows with padding. Remapped models download as separate GLB files without embedded textures; assign the atlas in your game engine.

    Can I inspect the result?

    Download each generated file separately. The browser chooses the download location; if a download is blocked, use the output button again. No account is needed and files are never added to your temporary file storage.

    Why might processing fail?

    External resources are not supported. Embed textures and buffers in the model. Export a model without Draco, Meshopt or KTX2 compression first. Choose a valid supported model, no larger than 100 MB.

    How do I save the output?

    Download each generated file separately. The browser chooses the download location; if a download is blocked, use the output button again. No account is needed and files are never added to your temporary file storage.

    What should I check before using it?

    Opaque textures can become JPEG; transparent textures remain PNG and a larger recompressed image is discarded. Geometry, UVs, skin weights, bones, morph attributes and animation tracks are retained where supported, but simplification changes the surface and recalculates normals. Inspect thin parts and material appearance before use.

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    Last updated: 2026-11-04
    Pinfox