To reduce atlases in 3D models, focus on texture resolution matching your project, optimized UV packing to cut empty space, and removing unused/duplicate textures. Downscale to the lowest quality that works (e.g., 1024x1024 for mobile instead of 4096x4096) to shrink atlas size. Use tools like TexturePacker or Blender’s UV packing to tightly fit textures, reducing how many atlases you need. Delete textures not referenced by the model (like old test materials) to eliminate bloat. For games/real-time projects, add engine-native compression (e.g., BC3 in Unity) to further reduce size without extra work.
