Texture Baking

Bake high-poly detail onto low-poly UV-mapped meshes. Generate normal, ambient occlusion, curvature, displacement, and position maps for PBR texturing pipelines.

Low-Poly Target

Must have UVs — OBJ, FBX, GLTF

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High-Poly Source

Detail source — OBJ, FBX, STL, PLY

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Related Tools

Mesh Decimator
Reduce polygon count while preserving silhouette and UVs.
Normal Recalculate
Fix inverted normals for correct lighting and baking.
LOD Generator
Generate multi-level LOD chains for game engine optimization.

Frequently Asked Questions

Texture baking transfers surface detail from a high-poly source mesh onto a 2D texture for a low-poly target mesh. Rays are cast from the low-poly surface outward, hitting the high-poly to capture: Normal direction (surface detail), Ambient occlusion (cavity darkness), Curvature (convex/concave for edge wear), Displacement (height difference), Position (world-space coordinates), and Thickness (wall depth for SSS). The result is a set of texture maps that make the low-poly mesh look like the high-poly original.
Essential: Normal map and Ambient Occlusion. Recommended: Curvature (for edge wear/rust masks). Optional: Displacement (for parallax/height effects), Position (for gradient/world-space effects), Thickness (for subsurface scattering). Most PBR pipelines use Normal + AO + Curvature as the minimum baking set. Bake all maps at the same resolution for consistent UV alignment.
Ray offset pushes the ray origin slightly above the low-poly surface to prevent self-intersection. Too small an offset causes the low-poly to catch its own rays (black artifacts). Too large misses fine detail. The default 0.02 works for most meshes at 1m scale. For very small meshes (10m), increase to 0.2.