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Texture Sheet Splitter

Module: Art · Category: TextureArt · Tool ID: TextureSheetSplitter

The inverse of Flipbook Maker: take an existing atlas or sprite sheet and split it into individual UTexture2D assets. Supports uniform grid splitting with configurable rows, columns, padding, and margin. Live cell-size preview before commit.

Screenshot 01 — Hero shot — Tool open with a 4×4 sprite sheet loaded, cell preview visible, output prefix and folder configured.


  • Importing a third-party sprite sheet and needing individual frames as separate textures
  • Recovering individual textures from an atlas built without the source files
  • Converting a VFX flipbook back into per-frame textures for re-edit
  • Don’t use this on packed atlases with non-uniform cell sizes — only uniform grids are supported. For irregular packs, you’ll need to extract regions manually.

  1. Open the EQLabs Hub and search for Splitter (or browse to Art → TextureArt)
  2. Click the tool card
  3. Drop a Texture2D into the Source field

SectionWhat it doesDefault
Source Texture pickerThe atlas / sheet to split(empty)
RowsVertical cell count4
ColumnsHorizontal cell count4
Padding X / YPixels of padding inside each cell0
Margin X / YPixels of margin around the entire grid0
Output PrefixFilename prefix for split tilesTile
Output FolderWhere to save the new textures(empty = same folder as source)
Copy Source CompressionApply the source texture’s compression to the split tilestrue
Source dimensionsRead-only display of source texture size
Cell Width / HeightComputed cell size based on rows/columns/padding/margin
Update PreviewRecompute the cell layout
Split & ExportPerforms the split and saves all tiles

Screenshot 02 — Cell layout preview — Tool with cell preview showing computed cell sizes overlaid on the source, output settings configured.


Pick the atlas / sprite sheet from the Content Browser via the picker.

Set rows and columns to match the source. The Cell Width / Height fields update live as you change values.

Step 3 — Tweak padding/margin if the source has gaps

Section titled “Step 3 — Tweak padding/margin if the source has gaps”

Padding is inside each cell (gap around each individual sprite). Margin is around the whole grid (gap at the edges of the atlas).

Pick an output folder and prefix. Tiles are named <Prefix>_R<row>C<col> by default.

Each tile is created as a UTexture2D asset and saved to the output folder. Compression matches the source if Copy Source Compression is on.


FieldRangeDefault
Rows1 – any4
Columns1 – any4
Padding X / Y0 – any0
Margin X / Y0 – any0
Output PrefixtextTile
Copy Source Compressionbooltrue

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


  • New UTexture2D assets — one per cell, saved to the output folder
  • Naming convention<Prefix>_R<row>C<col> (zero-padded for sortable ordering)
  • No source modification — source texture is untouched

  • Cell size = (SourceWidth - 2 × MarginX - (Columns - 1) × PaddingX) / Columns — if you get fractional pixel results, your padding/margin values don’t divide cleanly into the source dimensions.
  • Copy Source Compression preserves quality — turning it off forces default compression on the split tiles, which can degrade non-default-compressed sources.
  • Output folder defaults to source folder — leave empty to save tiles next to the source atlas.

  • Flipbook Maker — the inverse operation: assemble individual textures into a sheet
  • Atlas Studio — for non-uniform atlas packing/unpacking

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