[Tool] SpriteUV2 - A Texture / Sprite / UV Map packer that you will love

Hi there !

I’d like to introduce you a new gamedev tool that I hope you’ll find useful!

SpriteUV2

is a tool for creating optimal meshes for textures / sprites and packing them into an atlas.

Download for free on www.spriteuv.com (Windows x64 and macOS)

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, .png, .tiff) -> Select folder for atlas and meshes -> Hit Build
Per sprite settings. Precise mesh shape adjustment for each sprite for the best result.
Export mesh to FBX, COLLADA or JSON. Exported meshes are ready to be immediately engine or 3D application.
Project settings file saved in a simple JSON format.
Command line interface.
And much more!

Key features

  • Auto Mesh Generation. Optimal Concave or Convex mesh generation from sprites.
  • Custom Meshes. Precisely define sprite meshes for the best result or future manipulations.
  • Mesh tessellation. Useful for the mesh run time deformation, like cloth, verlet or any other.
  • 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.
  • 3D object UV Map repacking. Repack UVs in FBX files and combine multiple textures into one.

Import formats

  • PNG
  • TIFF
  • FBX

Will be happy to get your vote on GREENLIGHT
Thank you!

1 Like

Very interesting. It is 100% compatible with the engine?

No, it’s not implemented it all. This person is sharing their software, probably based on Google search results as there have been requests for mesh based atlas optimizations for sprites. This kind of feature would be best to have in engine by default when making atlases have this kind of version generate.

I have an issue with importing Collada files into the engine, but it will be fixed soon.

Since Defold supports Collada files I believe you can use generated sprites as 3d model

May be better to wait until Editor 2 is released to try getting this working well. I think Editor 2 has better 3D viewport preview. With Editor 1 you won’t get a good preview. There are also some other issues with materials that are not immediately obvious right now. You won’t get the benefits of per target texture image processing which current Defold atalses have. Ideal solution long term would be for this kind of thing to be a part of Defold atlases automatically done behind the scenes.