One-click texture atlas baking for Blender. Automatically combines multiple objects with their individual textures into a single optimized mesh.
Edit → Preferences → Add-onsInstall... and select the downloaded .zip fileOneAtlas transforms complex, multi-material Blender scenes into single, optimized atlas objects with a guided workflow. No destructive edits. No UV chaos. No texture management headaches.
Select the mesh objects you want to combine into an atlas.
Click 'One Atlas' to create working copies and hide originals.
Arrange your UV islands in the UV Editor panel.
Proceed to bake textures and join into a single optimized mesh.
1. Download the addon as a ZIP file 2. In Blender, go to **Edit > Preferences > Add-ons** 3. Click **Install** and select the ZIP file 4. Enable the addon by checking the box next to "OneAtlas"
1. **Select Objects** - Select mesh objects in 3D View. 2. **Start Process** - Click "One Atlas" (Working copies are created in a new collection, originals hidden). 3. **Arrange UVs** - In the UV Editor panel, use **Auto Pack All** or arrange manually. 4. **Save/Load Memory (Optional)** - Save your perfect layout or apply a previously saved one. 5. **Mark Done** - Click "UV Work Done - Proceed to Bake". 6. **Bake Textures** - Click "Bake Textures" in the 3D View panel. 7. **Finalize** - Join objects into a single mesh with the atlas material applied.
- **Blender:** 4.0.0 or higher - **Render Engine:** Uses Cycles for baking - **Workflow:** Fully Non-destructive - **Location:** View3D > Sidebar > OneAtlas, UV Editor > Sidebar > OneAtlas
- **Save your Blend file** before baking (required for auto-saving textures) - **UV Margins:** Use a margin of 0.01 or higher to prevent texture bleeding between objects - **Resolution:** 2048px is a good balance for most game assets - **UV Memory:** Use Topology match if you've renamed your objects but kept the mesh same
- **Scale to Fit:** Scales each object's UVs to fill their allocated grid cell completely - **Allow 90° Rotation:** Rotates UV islands for better space utilization - **Iterative Packing:** Tests multiple layouts to find the most efficient UV usage - **Margin Control:** Adjustable gap between UV islands to prevent texture bleeding
Step-by-step process from selection to final atlas mesh. Minimal friction, maximal results.
Original objects are automatically hidden using View Layer exclusion. Never modified, always safe.
Scales to fit, allows 90° rotation, and finds the most efficient layout using iterative packing.
Save manual UV layouts for objects and restore them instantly by Name or Topology match.
Bake Diffuse, Roughness, Metallic, Normal, Emission, and Ambient Occlusion in one go.
Access OneAtlas from both the 3D View and UV Editor sidebars for a seamless workflow.
Auto-saves textures as high-quality WebP files in a dedicated folder. Works with packed textures natively.
No. OneAtlas is completely non-destructive. It creates working copies of your objects in a separate collection and hides the originals using View Layer exclusion. Your source objects remain untouched.
OneAtlas can bake Diffuse (Base Color), Roughness, Metallic, Normal (Tangent Space), Emission, and Ambient Occlusion (AO). You can choose which maps to bake in the 3D View panel.
The UV Memory System allows you to save manual UV layouts and restore them later. It can match objects by name or by topology (loop count), which is perfect for duplicated objects or iterative workflows.
Yes, OneAtlas has native support for packed textures. It will automatically handle internal textures without needing you to manually unpack them before baking.
Textures are saved in high-quality WebP format by default. This provides excellent visual quality with significantly smaller file sizes compared to JPG or PNG.