Packing Options

Packing Options


Packer-IO Window and Object The Packer-IO menu widget is designed for a streamlined UV packing process, focusing on ease of use with its main header containing key settings. Its default setup offers a great balance between speed and quality, ideal for immediate use. As you become familiar with the settings, you can easily adjust them to suit your project needs.

The workflow is a simple, four-step process, making UV packing intuitive and efficient. This approach allows for a smooth experience, enabling you to focus on creativity while achieving optimal results with minimal effort.

Pack Type


Decide whether to pack the UVs (using the ‘Pack Option’) or to keep them as they are. For further details on this choice, refer to the provided provided explanation.

Chose Source->Target UV

Identify the source UV channel where your current UVs are stored. Then, choose the target (destination) UV channel where the packed UVs will be placed. In most basic scenarios, both of these are typically set to channel 0.

Setup Packing Quality

Determine your packing approach. You can opt for an ‘Efficient’ method for a faster process or a ‘Quality’ method for more precise and detailed packing.

Adjust Isle Rotations

Choose the appropriate rotation angle for your UV isles. This setting allows you to align the UV isles in a way that best suits your project’s requirements.

Optionally, for more advanced configurations, you can utilize the “Tile UVs” option to set up multiple 1x1 UV Grid Sheets. This feature allows for extended customization and arrangement of your UVs beyond the standard single grid layout.

Packing Type

Packer-IO offers two types of packing and handling UVs. Packer-IO Window and Object


When you choose the “Pack” option in Packer-IO, it automatically organizes all the UV data in your project. This includes all objects or any selected sub-objects. This default setting is designed to ensure a comprehensive and orderly arrangement of all your UV elements, leaving none unattended. Keep in mind that the “Pack” option is configured to manage all active UV data as a standard.


“Keep” (Keep Existing") - All existing UV data remains unchanged. Charts are just merged together but no changes tu the UV layout are made. UV charts are simply merged without any alteration to their layout. This mode is ideal when UV isles are already finalized. It’s important for users to ensure there are no overlaps in the UV charts, as packer-IO will not adjust or move them.

UV Channels

In 3D software, UV channels are essentially layers of UV maps for a single 3D model. Each channel can contain a unique UV map, allowing different textures to be applied to the model in various ways.

UV channels are used when a single model requires multiple textures applied in different ways. For example, one UV channel might be used for color textures, while another could be for bump mapping or specular maps. This allows for greater flexibility and complexity in texturing. Packer-IO Window and Object Most 3D software supports the use of multiple UV channels for each model, allowing for diverse and complex texturing techniques. Each channel can host its own unique UV layout, tailored to specific types of textures or mapping needs. This feature is particularly beneficial in advanced texturing, where different texture aspects require distinct mappings.

  • Unreal Engine: In Unreal, artists have access to 8 UV Channels.
  • Unity Engine: Unity supports 4 UV Channels.
  • Autodesk 3ds Max: A robust offering is found in 3ds Max, with up to 99 UV Channels available. This extensive range caters to highly detailed and complex texturing needs in various 3D projects.
  • Maya: In Maya, these are referred to as “UV Sets.” This terminology reflects the software’s approach to managing multiple texturing layers, providing artists with a powerful tool for detailed texture mapping.
  • Blender: Blender users will find this functionality under “UVMaps.” This feature integrates seamlessly with Blender’s comprehensive texturing and modeling capabilities, offering ample room for creative texturing workflows.

The availability and naming conventions of UV channels or sets vary across different software, but they all serve the essential purpose of enhancing the texturing process, allowing for more detailed and sophisticated 3D models.

UV channels are widely used in various fields, such as game development, film, and animation. They allow for detailed and realistic texturing of 3D models by enabling different texture effects to coexist on the same model without interfering with each other.

Utilizing UV Channels in Packer-IO

In Packer-IO, UV Channels are conveniently located on the right sidebar. The software currently supports up to 8 UV Channels. These channels are displayed in a row and offer functionalities such as filling with UV data, copying, swapping, or deleting. This positions Packer-IO as an exceptionally efficient tool for organizing UV Channels in the market.

The core concept of the Source->Target UV Channel feature is to provide users with the flexibility to maintain original UV data, typically in UV Channel Source “0”. Users can then pack this data into UV Channel Target “1” or any other available channel. This approach ensures that the new packed UVs are stored in a separate channel, preserving the original data. Once the packing yields satisfactory results, the newly packed data can be transferred to overwrite the original source channel. This method allows for a non-destructive workflow, where UV Channels serve as temporary data containers for experimentation and testing.

Another productive application of this feature is the ability for artists to create different UV Sets tailored for specific purposes in subsequent 3D applications. For instance, UV Channel 0 might contain the base UV set with proportionally packed UV islands. UV Channel 1 could be used to pack all UV data with larger padding, optimizing it for light map calculations. Meanwhile, UV Channel 3 might be dedicated to a subset of UV data, maximizing UV space utilization for higher texture pixel density. Once configured in Packer-IO, these UV Channels can be accessed and utilized as needed in the 3D application, depending on the specific requirements of the project.

How to use Channels

Define Source - Target

Keep 0 as “Source”, as long as there are UV data. Then, either leave “Target” to 0, which will overwrite your UV data with the new UV packed data, or chose another UV Channel to store the UV packed data.

Pack Your UVs

Once you are satisfied with the UV Tile subdivision, simply click the “Pack” button. This will execute the packing process, organizing your UVs into the specified UV Channels. Please consult the “UV-Sidebar” and the “Tutorials” for the full explanation and case studies.

Packing Quality

Packer-IO comes with two packing types: Efficient and Quality. Packer-IO Window and Object

Efficient Packing:

  • Default Setting: Efficient packing is set as the default mode, offering a balanced approach.
  • Optimized Tradeoff: This mode is designed to provide an optimal balance between the quality of the results and the performance of the packing process.
  • Ideal Use Case: Efficient packing is suitable for scenarios where a good balance between speed and packing quality is required.

High Quality Packing

  • Enhanced Calculations: High Quality packing builds upon the principles of the Efficient mode but incorporates additional computational processes to enhance the outcome.
  • Performance Impact: While this mode is more computationally intensive and thus slower, it is deliberately engineered to maximize texture area utilization.
  • Increased Utilization: Users can expect a noticeable improvement in texture area utilization, often squeezing out a few additional percentage points compared to the Efficient mode.
  • Recommended When: This mode is ideal for projects where the highest possible packing efficiency takes precedence over processing time.

Packer-IO Window and Object


High Quality packing demonstrates its greatest utility when applied to a scenario involving a combination of large and small UV isles. In such cases, this feature meticulously allocates additional processing time to strategically position the smaller UV isles within the UV sheet. This careful arrangement is particularly adept at identifying and utilizing spaces or gaps within the larger UV isles, thereby optimizing the overall layout.

The application of High Quality packing is less beneficial in situations where the UV isle count is relatively low (approximately a dozen or fewer) or when the UV isles are uniformly scaled. In these instances, the complexity and processing time associated with High Quality packing may not yield significant improvements in the arrangement of the UV isles, as the potential for optimization is inherently limited by the uniformity or scarcity of the isles.


  • Rotation offers additional rotation angles for charts to enhance fit within the map.
  • Independence from Pre-Rotate: These rotations are applied regardless of the initial orientations set by the Pre-Rotate option.

Tile UVs

Packer-IO Window and Object

UV Tile Theory and Usage

UV tiling is a common technique in video game design, architectural visualization, and any other 3D application where texture detail is important but memory and processing power are limited. By tiling textures, artists can create complex, detailed surfaces without needing extremely high-resolution textures, which can be taxing on system resources.

Tiling in UV mapping refers to the repetition of a texture across the surface of a 3D model. Instead of stretching a single image over a large area, which can result in a loss of detail and pixelation, tiling repeats the texture to maintain high resolution and detail. This is particularly useful for surfaces like walls, floors, or other extensive areas where you want a consistent, repeating pattern.

UV tiling specifically involves adjusting the UV coordinates of the model so that the texture repeats (tiles) a certain number of times across the model’s surface. This is done by scaling the UV map outside the usual 0 to 1 UV space. For example, if you scale the UV map to twice its size, the texture will repeat (tile) twice in both the U and V directions.

UV Tile Workflow

Packer-IO Window and Object Transforming existing UV-Unwrap islands into a UV Tile Sheet in Packer-IO is straightforward. Follow these simple steps to efficiently organize your UVs into a tiled layout:

Access Packing Options

Begin by navigating to the ‘Packing Options’ section. Here, you will find the “Tile UVs” button.

Activate Tile UVs:

Click on the “Tile UVs” button to activate this feature. This action will open the Tile UV Widget.

Using the Tile UV Widget

The Tile UV Widget provides an interactive interface. Within this widget, you can easily designate the grid layout for your UV Tiles. This is done by marking the grid cells that you wish to include in your UV Tile Sheet.

Manual Input Option

If you prefer more precise control or need to input specific values, you can manually enter these in the spinner located below the UV Grid display.

Select UV Tile Subdivision

Choose the appropriate subdivision for your UV Tiles based on your project requirements. This step is crucial for ensuring that your UVs are organized in the most efficient manner.

Pack Your UVs

Once you are satisfied with the UV Tile subdivision, simply click the “Pack” button. This will execute the packing process, organizing your UVs into the specified tiled format.

By following these steps, you can efficiently create a UV Tile Sheet from your existing UV-Unwrap islands, ensuring a more organized and manageable workflow in Packer-IO.