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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.

Screenshot 01 — Hero shot — Studio open on Utilization tab with a sprite atlas analyzed, showing alpha coverage percentage and waste regions.


  • 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
  • Don’t use this for non-uniform atlases — the packer uses a uniform grid layout. For irregular packing, use a dedicated tool.

  1. Open the EQLabs Hub and search for Atlas (or browse to Art → Atlas)
  2. Click the tool card
  3. Use the tab bar to switch between Utilization and Packer

Audits an existing atlas by sampling alpha coverage.

SectionWhat it does
Atlas Texture pickerDrop the atlas to analyze
Analyze buttonComputes alpha coverage and waste regions
Coverage statsPercentage of non-zero alpha pixels, waste percentage
Visual heatmapVisual indicator of where waste lies
  1. Drop an atlas
  2. Click Analyze
  3. Read the coverage percentage. Anything below ~50% means the atlas is mostly empty space.

Packs a set of source textures into a uniform grid atlas.

SectionWhat it does
Source textures listAdd source UTexture2D assets to pack
Grid layout settingsRows / Columns / Padding
Output resolutionFinal atlas size
Pack buttonGenerates the atlas and computes per-source UVs
ExportSave the atlas as a UTexture2D asset and the UV map as JSON
  1. Add the source textures via the Content Browser picker
  2. Set the grid layout (typically 4×4 or 8×8)
  3. Click Pack
  4. Export the result and the UV map

Screenshot 02 — Packer with sources — Packer tab with 12 source textures listed, grid set to 4×4, packed atlas preview visible.


FieldWhat it doesDefault
Grid Rows / ColumnsLayout4 / 4
PaddingPixels between cells0
Output ResolutionFinal atlas size1024

Settings are persisted to [Project]/Saved/EQLabs/Settings/AtlasStudio.json.


  • Utilization — in-panel stats only, no asset edits
  • Packer — creates a UTexture2D atlas in the Content Browser and exports a JSON UV map

  • 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 24 pixels 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.


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