Atlas Studio
Atlas Studio
Section titled “Atlas Studio”Module: Art · Category: Atlas · Tool ID:
AtlasStudio
A two-tab atlas workflow. Utilization measures alpha coverage and waste on existing atlases — telling you how much of each atlas is actually carrying data vs. transparent fill. Packer lays out a set of source textures into a grid atlas and exports per-source UV coordinates.

When to use it
Section titled “When to use it”- Auditing existing atlases for waste — many atlases ship with 30–50% transparent space
- Building new atlases from a folder of source textures (icons, decals, detail textures)
- Producing UV coordinate exports to feed material setups
- Pre-cook validation — atlases that pack 4 sprites into a 4096² are usually wrong
When not to use it
Section titled “When not to use it”- Don’t use this for non-uniform atlases — the packer uses a uniform grid layout. For irregular packing, use a dedicated tool.
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Atlas(or browse to Art → Atlas) - Click the tool card
- Use the tab bar to switch between Utilization and Packer
Tab 1 — Utilization Checker
Section titled “Tab 1 — Utilization Checker”Audits an existing atlas by sampling alpha coverage.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Atlas Texture picker | Drop the atlas to analyze |
| Analyze button | Computes alpha coverage and waste regions |
| Coverage stats | Percentage of non-zero alpha pixels, waste percentage |
| Visual heatmap | Visual indicator of where waste lies |
Workflow
Section titled “Workflow”- Drop an atlas
- Click Analyze
- Read the coverage percentage. Anything below ~50% means the atlas is mostly empty space.
Tab 2 — Atlas Packer
Section titled “Tab 2 — Atlas Packer”Packs a set of source textures into a uniform grid atlas.
Interface
Section titled “Interface”| Section | What it does |
|---|---|
| Source textures list | Add source UTexture2D assets to pack |
| Grid layout settings | Rows / Columns / Padding |
| Output resolution | Final atlas size |
| Pack button | Generates the atlas and computes per-source UVs |
| Export | Save the atlas as a UTexture2D asset and the UV map as JSON |
Workflow
Section titled “Workflow”- Add the source textures via the Content Browser picker
- Set the grid layout (typically
4×4or8×8) - Click Pack
- Export the result and the UV map

Settings reference
Section titled “Settings reference”| Field | What it does | Default |
|---|---|---|
| Grid Rows / Columns | Layout | 4 / 4 |
| Padding | Pixels between cells | 0 |
| Output Resolution | Final atlas size | 1024 |
Settings are persisted to
[Project]/Saved/EQLabs/Settings/AtlasStudio.json.
Output
Section titled “Output”- Utilization — in-panel stats only, no asset edits
- Packer — creates a
UTexture2Datlas in the Content Browser and exports a JSON UV map
Tips & gotchas
Section titled “Tips & gotchas”- High waste percentage doesn’t always mean repacking is worth it — if the atlas is rarely sampled, the memory cost is negligible. Worry about atlases used in tight inner loops or VFX-heavy scenes.
- Padding prevents bleed at mip levels — use
2–4pixels of padding for atlases that will be sampled at multiple mip levels (especially particle atlases). - Atlas Studio uses a uniform grid — for irregular packing (different-sized sprites), this tool is the wrong choice.
Related tools
Section titled “Related tools”- Texture Sheet Splitter — the inverse: split an atlas into individual textures
- Flipbook Maker — purpose-built flipbook (uniform-grid sprite sheet) creator
Report an issue with this tool
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