Bake High to Low Poly Normal Maps in Blender
Baking a normal map in Blender allows you to transfer intricate geometric details from a high-polygon model onto a performance-friendly low-polygon mesh. This process captures surface lighting details, creating the illusion of complex depth without adding extra geometry, which is essential for game engines and real-time 3D applications. This step-by-step guide walks you through aligning your models, unwrapping UVs, configuring material nodes, and executing a clean normal map bake using the Cycles rendering engine.
1. Prepare the Meshes
- Place both the High-Poly and Low-Poly models in the exact same location in 3D space (aligned origins).
- Ensure the Low-Poly mesh is properly UV unwrapped with minimal stretch and adequate padding between UV islands to prevent bleeding.
- Select both meshes, right-click, and select Shade Smooth.
2. Set Up the Low-Poly Material
- Switch to the Shader Editor tab with the Low-Poly model selected.
- Ensure the Low-Poly object has a material assigned to it.
- Press
Shift + A, search for Image Texture, and place the node in the editor. Do not connect it to anything yet. - Click New on the Image Texture node:
- Name your image (e.g.,
Normal_Map). - Set the resolution (e.g., 2048 x 2048).
- Uncheck Alpha unless needed.
- Click OK.
- Name your image (e.g.,
- Change the Color Space of the new Image Texture node from sRGB to Non-Color.
- Ensure this Image Texture node remains active (highlighted with a white/yellow border).
3. Configure Render and Bake Settings
- Go to the Properties Panel on the right and select the Render Properties tab (camera icon).
- Change the Render Engine to Cycles (Normal baking is not supported in Eevee).
- Scroll down and expand the Bake section:
- Set Bake Type to Normal.
- Check the box for Selected to Active.
- Expand the Selected to Active dropdown menu.
- Increase the Extrusion value slightly (e.g.,
0.01to0.1meters) to cover surface variations between the two models. Alternatively, use a custom Cage object for complex shapes.
4. Perform the Bake
- In the 3D Viewport, select the High-Poly mesh first.
- Hold
Shiftand select the Low-Poly mesh second (the Low-Poly object must be the active selection, outlined in bright orange). - Confirm that the Image Texture node is still selected in the Shader Editor.
- Click the Bake button in the Render Properties panel.
- Wait for the bake progress bar at the bottom of the screen to complete.
5. Save and Connect the Map
- Open the Image Editor workspace and select your
baked texture map (
Normal_Map). - Go to Image > Save As... to save the generated image file to your computer.
- In the Shader Editor, connect the Color output of
the Image Texture node to a Normal Map node
(
Shift + A > Vector > Normal Map), then connect the Normal Map node's output to the Normal input of the Principled BSDF node.