SpriteUV2

A UV MAP / SPRITE / TEXTURE PACKER THAT YOU WILL LOVE

Save memory for more content. Features extremely tight packing. Allows for an additional 30%-90% free space compared to square or other concave packing algorithms.

Easy to use. Drag and drop image files (.fbx, .json( Spine ) .png, .tiff, .tga, .psd) -> Select folder for atlas and meshes -> Hit Build

Per sprite settings. Precise mesh shape adjustment for each sprite, Spine atlas attachment.

Export mesh to FBX, UNITY SPRITES, COLLADA, OBJ or JSON. Exported meshes are ready to be immediately used in any modern game engine or 3D application.

Project settings file saved in a simple JSON format.

Command line interface.

And much more!

KEY FEATURES

AutoMesh Generation
 

Auto Mesh Generation

Optimal Concave or Convex mesh generation from sprites.

 

Custom Meshes

Precisely define sprite meshes for the best result or future manipulations.

 

Voronoi split

Split awkwardly shaped sprites to pack more efficiently

 

Mesh tessellation

Useful for the mesh run time deformation, like cloth, verlet or any other.

multiTexture.gif
 

Multi-texture export

You have the ability to create textures with different data but share the same UV coordinates and mesh shape. Great for applications such as normal maps, glow maps, etc.

spine2.gif
 

Spine animation atlas repack

Repack / combine multiple Spine animation atlases into one texture. 

Change Rect attachments to mesh

Remove whitespace around Mesh attachments

Convert multi-paged atlas into tight single paged

 

3D object UV Map merge / repack

Repack UVs in FBX files and merge multiple textures into one.

exportAtlas.png
 

GIF animation

Frame index, timeline position and delay are stored in export mesh names.

Example: animIdle[2_24_10]

  • frame index - 2

  • timline position - 240 ms

  • delay - 100 ms

 
 

Import formats

  • PNG

  • TIFF

  • PSD

  • TGA

  • GIF

  • FBX

  • JSON ( Spine )

Export mesh formats

  • FBX

  • COLLADA

  • OBJ

  • JSON ( .suvobj )

  • UNITY SPRITE ASSET


How to use