Bake High-Poly to Low-Poly Mesh in Blender
Baking high-poly sculpt details onto a low-poly mesh is a fundamental workflow in 3D modeling that allows you to retain intricate details while keeping your model optimized for games and real-time engines. This step-by-step guide covers how to prepare your meshes, configure Blender's Cycles engine for baking, and generate a clean normal map.
Step 1: Prepare Your Meshes
Before baking, you must ensure both models are properly positioned and prepared:
- Align the Meshes: Place your high-poly and low-poly meshes at the exact same coordinates in 3D space.
- UV Unwrap the Low-Poly Mesh: The low-poly mesh must have a clean, non-overlapping UV map. The high-poly mesh does not require UV coordinates.
- Smooth Shading: Right-click the low-poly mesh and select Shade Auto Smooth or Shade Smooth to ensure the normal map calculates transitions correctly.
Step 2: Create a Target Texture
You need an image texture to store the baked normal map details:
- Select your low-poly mesh and go to the Material Properties tab.
- Assign a material to the low-poly mesh if it does not have one.
- Open the Shader Editor workspace.
- Press
Shift + A, search for Image Texture, and place the node in the graph. Do not connect it to any other node yet. - Click New on the Image Texture node. Name it "Normal_Map", set your desired resolution (e.g., 2048 x 2048), and click OK.
- Ensure this Image Texture node remains selected (highlighted with a white border). This tells Blender where to save the baked data.
Step 3: Configure the Render Engine
Blender's default renderer, Eevee, does not support baking. You must switch to Cycles:
- Go to the Render Properties tab (camera icon) on the right side of the screen.
- Change the Render Engine from Eevee to Cycles.
- Set the Device to GPU Compute for faster baking times if you have a compatible graphics card.
Step 4: Set Up the Bake Panel
With Cycles active, scroll down in the Render Properties tab to locate the Bake panel:
- Change the Bake Type to Normal.
- Check the box for Selected to Active.
- Expand the Selected to Active dropdown menu.
- Set the Extrusion value. A value between
0.01mand0.1mis usually ideal. This determines how far outwards Blender casts rays to find the high-poly surface.
Step 5: Bake the Normal Map
The selection order is critical for the "Selected to Active" function to work:
- In the 3D Viewport, select the high-poly mesh first.
- Hold
Shiftand select the low-poly mesh second. The low-poly mesh should have a light orange outline, indicating it is the active selection. - Verify that the Image Texture node you created in Step 2 is still highlighted/selected in the Shader Editor.
- Go to the Bake panel and click the Bake button.
- Wait for the progress bar at the bottom of the screen to reach 100%.
Step 6: Save and Apply the Normal Map
Once the bake is complete, you must save the image file:
- Open the Image Editor workspace and select your baked normal map from the dropdown list.
- Click Image > Save As and save the file to your computer.
- In the Shader Editor, change the Color Space of your Image Texture node from SRGB to Non-Color.
- Press
Shift + A, search for a Normal Map node, and place it. - Connect the Color output of the Image Texture to the Color input of the Normal Map node.
- Connect the Normal output of the Normal Map node to the Normal input of your Principled BSDF shader.