Normally you use 3d software to create texture atlases for use in game engines. But what if you want to use texture atlases in 3d software?
For instance I have a texture atlas of leaves, containing half a dozen different leaves.
Is it simply a matter of creating your geometry, say a rough outline of a single leaf, and then adjusting your uv coordinates by trial and error until the texture aligns properly for this particular leaf?
Replies
After some googling I found my answer , although Modo specific I think the workflow is more or less the same for any 3D app that supports UV maps http://community.foundry.com/discuss/post/1063150/content/77615
https://www.youtube.com/watch?v=aMnAKaSs9BU&t=390s