Free Texture Atlas Generator for 3D Artists

Drag in your textures, pick a 2×2 or 4×4 layout and a resolution, download the atlas. No Photoshop, no uploads, no sign-up.

Layout
0 of 4 textures added

🔒 100% private — your textures are processed on your device and never uploaded anywhere.

Use square textures for best results — non-square images get stretched to fill their cell and will look distorted. Very large files or an 8192px atlas may be slow on low-memory devices.

Add textures to see a live preview

How it works

  1. 1. Choose a layout

    Pick 2×2 for up to 4 textures or 4×4 for up to 16, and the resolution you need.

  2. 2. Drag in your textures

    Drop image files onto the grid, or click a slot to browse. They fill left to right, top to bottom.

  3. 3. Download the atlas

    The composited atlas renders live. Hit download and you have a single texture sheet ready to import.

A texture atlas tool built for the 3D workflow

A texture atlas — sometimes called a sprite sheet or texture sheet — packs several individual textures into one image, arranged in a regular grid. Game engines and real-time 3D tools favor atlases because a model can sample many surfaces from a single texture, cutting the number of draw calls and texture swaps needed to render a scene. For hard-surface props, modular kits, terrain tiles or UI icon sets, combining source textures into one sheet is often the fastest way to keep a project performant.

The usual way to build one still involves opening Photoshop or GIMP, creating a new canvas at the target resolution, manually placing each layer into a grid cell, flattening, and exporting — repeated every time the texture set changes. TheAtlasGenerator skips that: drop your PNGs or JPGs onto the grid, pick 2×2 or 4×4 and a resolution from 512px up to 8192px, and the browser composites the sheet in real time. Add a few pixels of padding if your engine's mipmapping tends to bleed neighboring tiles into each other, and download a PNG (with transparency preserved) or a JPG when file size matters more than quality.

Everything happens locally using the browser's Canvas API — nothing is ever uploaded, which matters when you're working with unreleased assets or client work under NDA. There's no account, no watermark and no limit on how many atlases you generate.

Frequently asked questions