I was about to recomend that. Texture atlases have a great advantage. A model with the textures set into an atlas have the advantage that the atlas is (can be) just one single big texture, and thus, the meshes that use it can be stored as a single meshbuffer, with the advantages this can also provide. Of course, the levels should be exported as a single model, and you have to map the material properties within the atlas, instead of per model, but the number of draw calls also reduce.
It is still a large texture, and it may use much ram, but you are using less texture resources when rendering, and this can improve performance too.









