What Is Texture Baking? (Map Baking)
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Discuss your projectWhat Is Texture Baking? (Map Baking)
Definition of Texture Baking
Texture baking, also called map baking, stores selected surface or lighting information in textures. A normal map can transfer details from a high-resolution model to simpler geometry. A lightmap stores precomputed lighting instead. The maps you need depend on the model and its intended use. A wooden stool and a vintage camera illustrate the relationship between a texture atlas and the rendered object.
Short and Sweet – When Is Baking Worth It?
| Scenario | Potential benefit | Maps, depending on the application |
|---|---|---|
| Web Viewer / AR | Precompute surface or lighting calculations; choose texture sizes suited to mobile devices | Normal, AO or a lightmap for fixed lighting |
| Material Options | Use masks to make targeted surface changes | Curvature, ID and, where needed, AO |
| Low-poly assets | Show surface detail; the silhouette still depends on geometry | Normal; height only with suitable renderer support |
| Product Pack Shots | Prepare demanding material calculations as textures where useful | Base color, roughness or other required material channels |
Examples: from texture atlas to rendered object
The color textures below show how the surfaces of a wooden stool and a camera are arranged in a UV atlas. Wood grain and lettering on the camera body can thus be assigned to the corresponding model surfaces. Normals, roughness, and lighting provide different information and may be stored in additional maps. The finished rendering combines geometry, materials, lighting, and camera settings.
Wooden stool: grain and wear


Camera: different materials and signs of use


From Technical Term to Visual Experience
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View WorkWhy is this relevant to marketing?
- Material variants: An ID mask lets you edit wood and metal separately, for example. When only the color changes, suitable geometry maps can be reused. The new product image is then rendered with the updated material variant.
- Interactive presentation: A normal map can represent fine surface details on a model with fewer polygons. In the web viewer, assess the required detail alongside texture resolution, memory use, and loading time.
- Reuse: A shared material setup helps with handoffs. Lighting, shaders and color management still affect the appearance in each application.
- Plan the work: Baking is particularly useful when surface data will be reused or complex material calculations can be simplified. Allow time for preparation, a test bake, and validation in the target application.
Comparing baked and dynamic lighting
| Criterion | Baked lighting | Dynamic lighting |
|---|---|---|
| Performance | Can reduce runtime calculations; textures require memory | Depends on the method, scene, quality settings and hardware |
| Flexibility in Adjusting Lighting | Changes to lighting or relevant geometry may require rebaking | Lighting can respond to changes, at a runtime cost |
| Consistency Across Channels | Stored values stay the same; their appearance depends on the target system | Material, lighting and color settings need to suit the target |
| Production Costs | Preparation, baking and checking; repeat when necessary | Set up lighting and quality, then test runtime performance |
Here's How Texture Baking Works
1. Apply UVs neatly
UV mapping determines which texture regions appear on which model surfaces. Overlap may be intentional for repeated or mirrored materials. Unique baked information needs suitable, often non-overlapping UV regions. Spacing between islands and edge padding help prevent visible seams. Use the seamless texture checker to inspect repeating material textures for visible joins; check UV seams on the 3D model in the renderer.
Suitable geometry is part of the preparation too. See 3D modeling.
2. High-to-low-poly transfer
A normal map transfers surface directions from a detailed model to the target geometry. It does not change the outer silhouette. AO, curvature or ID maps may support the texturing process. Our article on shaders for CGI explains how materials use this information.
3. Separate lighting from material information
A lightmap stores calculated lighting contributions. Ambient occlusion approximates how surrounding geometry occludes the environment. These are different kinds of information. Extra AO can make areas too dark when similar effects are already present in the lighting. See 3D visualization for the wider image-making process.
4. Export textures and models appropriately
Image format, resolution and channel packing depend on the target application. glTF/GLB and USDZ are 3D asset formats, not texture image formats. Check which material features survive export. A roughness map controls roughness rather than base color. Learn more about digitizing materials and surfaces.
5. Check the intended destination
Test materials, scale, lighting and loading in the intended viewer or AR application. Providing 3D assets and integrating them into an online store are separate tasks to agree on within the project. For product visualization, review also covers camera angles, visual direction and product references.
Texture Baking Checklist
| Step | To-Do / Check |
|---|---|
| Preparing UVs & Low-Poly Models | Check UV layout and padding; use a compatible normal/tangent basis and consistent triangulation for tangent-space normal maps |
| Optimize High-Poly Models | Check the required detail and alignment with the target; simplification must preserve the features being transferred |
| Clear Naming Conventions | Name corresponding models clearly, such as chair_high and chair_low. Match by Name or separate bake groups help pair the correct parts. |
| Create a Cage | Adjust the projection range or cage; test whether rays reach the required detail or hit unrelated parts |
| Test Bake | Check representative areas for projection, seams, padding and the required maps |
| Fine-tuning | Choose resolution and bit depth for each map. Fine height gradients or HDR lighting data may benefit from greater precision; also check projection, sampling, and texture compression. |
| Export & PBR Setup | Check channels, color versus data interpretation, supported material features and file names |
| Implementation & QA | Inspect the model at relevant distances; test download size and appearance on intended devices |
Quick Tips from Real-World Experience
- Distorted UVs and insufficient padding can cause visible artifacts.
- Load normal, roughness, and similar data maps as data rather than color photographs.
- Adjust the cage and ray distances to the model parts, and test narrow gaps carefully.
- Evaluate AO with the final lighting to avoid double darkening.
- Use clear map and model version names, such as chair_normal_2k.png with its matching model version.
FAQ - Texture Baking
Do I need texture baking if I'm using ray tracing?
Not necessarily. Ray tracing and texture baking serve different purposes. Prepared material textures or transferred surface detail can also be useful in a ray-tracing renderer. Whether lighting should be baked depends on the application and planned changes. Further reading: ray tracing.
What are the minimum number of maps I need to bake?
There is no universal minimum. A simple material may need no baked maps. A normal map is often useful when transferring high-poly detail to a low-poly model. AO, curvature, thickness or ID maps are needed only when the material or display workflow uses them. Further reading: physically based rendering.
How can I prevent artifacts from forming during baking?
Check UVs, high-to-low-poly matching, projection distances and the settings for each map. Test a problem area first. More resolution or bit depth cannot fix incorrectly projected detail.
Is AO better rendered statically or dynamically (SSAO)?
Baked AO describes a prepared geometry configuration. Dynamic methods can respond to changes but have their own costs and limitations. The choice depends on the renderer and scene, not simply on whether you are producing a still or AR. Assess extra AO alongside the other lighting.
What resolution and bit depth should I choose for baked maps?
Consider framing, UV coverage, detail size, value range and the target system. A close-up may need more texture detail than a small interactive preview. Choose bit depth and format for each map. Use a test area to assess subtle gradients and detail resolution, and check which formats the target supports.
How do I prevent visible seams and artifacts during a normal bake?
Check UV seams, smoothing, tangent basis and triangulation in the baker and target renderer. Padding needs to remain sufficient when textures are downsampled. Check the normal-map convention and projection too; not every seam has the same cause. Further reading: baking in Marmoset Toolbag.
When and why should I use a cage?
A cage helps define the projection region between the target and source models. Its shape and distance need to suit the detail and nearby parts. Excessive distance can capture unrelated geometry; insufficient distance can miss detail. Further reading: cage and map settings in Substance 3D Painter.
Can Substance 3D Painter bake several maps together?
Yes. Baking mode lets you select and calculate the required mesh maps together. Select the maps and their settings for the relevant Texture Set. Larger series need planned model matching, settings and quality checks. Further reading: baking in Substance 3D Painter.
Which formats are suitable for PBR assets on the web or for AR?
Many web viewers support glTF/GLB. Apple Quick Look uses USDZ. Textures belong to the respective 3D asset and must suit the supported material model. Open the export in the target system and check textures, material channels, scale, and lighting. Further reading: Apple Quick Look.
How does an AO map differ from a lightmap?
AO approximates how nearby geometry occludes the surrounding environment. A lightmap stores calculated lighting contributions for a scene. AO replaces neither complete lighting nor its directional shadows. The information contained in a lightmap depends on the method used.
When do I need to rebake textures?
Changes to underlying geometry, UV layout or relevant material calculations may require affected maps to be rebaked. For baked lighting, this also applies to changes in the lighting setup. A color-only change need not affect every geometry map. Review the dependencies individually.
