
One powerful technique to help you minimize the amount of textures and materials you use is to share a single texture across multiple separate objects.
This approach minimizes the number of textures and materials used, reducing memory usage.
In this post and video breakdown I'll show you how to implement this technique using Maya, UE5 and Substance Painter.
When working with multiple objects in a scene such as props, each object typically requires its own texture and material. This could eventually lead to a large number of textures and materials, increasing memory usage and draw calls.
But by sharing a single, larger texture across multiple objects, you can:
This technique is particularly useful for props that appear together in a scene.
Here's how to share a single texture across multiple objects while keeping each mesh separate:
1. Select Objects to Share the Texture
Start by identifying which objects will share the same texture.

2. UV Mapping in Maya
To share a single texture, all selected objects must be UV mapped into the 0-1 UV space without overlapping. Here's how to do it:
This process involves:

3. Maintain Texel Density
Texel density must be consistent across all objects to avoid different texture resolutions between props (e.g. some objects appearing sharper or blurrier than others).
In Maya:

4. Create and Apply the Texture
Once the UVs are laid out, create a single texture to be applied across all objects. Here's what I do using Substance Painter:

5. Export Meshes for the Game Engine
While the objects are combined for texturing in Substance Painter, you must keep them separate when exporting for UE5 or any other game engine.

See this tutorial on how to export assets out of Maya and import them into UE5.
Learn environment modeling and UVing using Maya with "Maya Foundation" tutorial course and then also learn how to texture your assets with "Substance Painter Essentials" tutorial course. The complete tutorial set of modeling, UVing and texturing.
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