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SpriteUV2
 
 
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Platforms: PC, Mac
Languages: English
Posted
Updated
Jan 9 @ 4:50am
Mar 28 @ 6:35am
Recent Announcements View All (2)
SpriteUV2 1.12 Release
What's new:
  • GIF animation support
  • Bug fixes

SpriteUV2 1.0 Release
What's new:
  • Spine animation ( exported as json ) atlas repack
  • Import TGA, PSD
  • Export atlas to TGA format
  • Export sprites mesh to OBJ format
  • Export as single file
  • Bug fixes

Description
Release date: 23.11.2016
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, .json (Spine animation), .png, .tiff, .tga, .psd) -> 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, 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
  • 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.
  • Spine animation atlas repacking. Repack / combine multiple Spine animation atlases into one texture

Import formats
  • PNG
  • TIFF
  • TGA
  • PSD
  • FBX
  • JSON (Spine animation)

Export mesh formats
  • FBX
  • COLLADA
  • OBJ
  • JSON
  • UNITY SPRITE ASSET

Export atlas formats
  • PNG
  • TGA
Popular Discussions View All (1)
3
Feb 7 @ 3:11am
How does importing FBX work?
Floreum
< >
9 Comments
ikami  [author] Feb 27 @ 5:09am 
Thank you xboxcomcn.
Unfortunately documentation is still under development, hard to say when it become available. PoT (power of two) means each side of a texture will be power of 2, for example 256x512, 2048x1024 ... PoTQUAD - not only power of two but also equal to each other, like 4096x4096, NPoT - Non-power of two is simply texture can be any size.

Usually there the difference between 16 and 60 wouldn't be noticeable, but if you use some thing bigger, like 256, then packing speed will be much faster and result not so tight, but if texture settings is PoT or NPoT it's very common that there stiil a lot of free space, so you can save some atlas rebuild time.

Pivot for Unity sprites works the same way as for meshes, the only difference is that file format doesn't support world coordinates for sprite, so you have to move it to original position by hand
xboxcomcn Feb 26 @ 10:54pm 
the UV packing feature is awesome and fast !!! well worth the buy.
this is gonna be my go to uv pack tool !!! it works with a few clicks, but will you add document of why and what each control does? for instance I have no idea what is the difference between "pot, potquad, npot" or how quality 16 differ from 60.

and one question, how does it handle pivot of packed sprite in unity? perhaps a video Tutorial in the future?

anyhow, go buy a license, worth it !!! thanks for creating such a great tool.
ikami  [author] Jan 28 @ 10:29pm 
xboxcomcn
This tool doesn't have uv unwrapping function, but yes it does have function of packing uv shelf
xboxcomcn Jan 28 @ 8:46pm 
does it have function of packing uv shelf after unwrapping?
ikami  [author] Jan 27 @ 10:31pm 
@Pseudor You can export sprite meshes to FBX and then import in Unreal Engine 4. You might need to adjust rotation and scale Import settings to fit your Unreal scene
Pseudor Jan 27 @ 8:11pm 
Are there any chance to support Unreal Engine 4?
Kolai Jan 24 @ 5:36am 
Cool! I need this!
ikami  [author] Jan 9 @ 5:35pm 
@MaxT Thanks! Yes it's mainly focused on indie developers
MaxT Jan 9 @ 7:38am 
good stuff, it can be usefull for indie game deveolpers