What is Texture baking?

Texture baking is the process of rendering surface information, such as detail, shadows or materials, from one model or setup into texture images on another.

Baking captures something expensive once and stores it in a cheap texture. The most common case: a sculpt with millions of polygons is baked onto a light game mesh, producing a normal map that keeps the detail visible.

Common bakes

  • Normal: high-poly surface detail moved onto a low-poly mesh.
  • Ambient occlusion: soft contact shadows.
  • Base colour: transfers a texture from one UV layout to another, which is useful after re-unwrapping.
  • Full lighting ("lightmaps"): bakes all lighting into the texture for scenes that never change.

The trade-off

Baked lighting looks great and costs nothing at runtime, but it can't react to moving lights. Several hand-painted models in our library, such as the axolotl in a flask, have their lighting painted or baked in on purpose. They look the same in any viewer, at the cost of not responding to your scene.

Baking and AI models

Image-to-3D results often have lighting from the original photo baked into their colour texture. If your model has a shadow painted on one side, that's why. Shoot evenly lit photos to avoid it.

Written with AI assistance and reviewed by the Renderlyst team. Corrections welcome at alishbakhalid766@gmail.com.