Intermediate Bake

Baking Maps in the Browser

Baking transfers surface detail from a high-poly mesh onto texture maps that a low-poly mesh can use at runtime. Trumble's Bake tool lets you generate Normal, AO, Curvature, Position, and Thickness maps entirely in the browser — no offline renderer, no plugins.

⏱ ~15 min · 6 steps · No install required

Step 01

What is Baking?

Baking is the process of transferring geometric detail from one mesh onto a 2D texture map. You sculpt or model fine surface detail on a high-poly mesh, then project it onto the UV layout of a low-poly mesh that your game engine can actually run in real time.

The result is a set of maps — most commonly a Normal map — that make the low-poly mesh look like it has the detail of the high-poly version, without the polygon cost.

High Poly
Sculpt / detail mesh
Bake
Project in Trumble
Maps
Normal, AO, Curvature…
Low Poly
Runtime mesh
Engine
Godot, Unity, Unreal…
No high-poly mesh? You can still bake AO, Curvature, Position, and Thickness maps from a single low-poly mesh. These are driven by the mesh's own geometry rather than a high-to-low projection.
Step 02

Set Up Your Meshes

Good results start with well-prepared meshes. Before baking, make sure both your low-poly and high-poly meshes meet these requirements.

Requirement Low Poly High Poly
File format .obj or .glb .obj or .glb
UV map Required — must have a clean, non-overlapping UV unwrap Not required
Scale Must match the high poly in world scale Must match the low poly in world scale
Normals Should face outward; recalculate before export Should face outward
Origin Centered at world origin (0, 0, 0) recommended Same origin as low poly
Overlapping UVs are the most common cause of bake artifacts. Every UV island on the low-poly mesh must occupy a unique space within the 0–1 UV range. Check this in your 3D app before exporting.
Mesh Setup
Low Poly High Poly
Low-poly and high-poly character meshes compared — lower triangle count on the left, higher detail on the right
Step 03

Configure the Bake

Open the Bake panel from the top toolbar. All bake settings live in a single dialog. Here's what each option does.

  1. Click the Bake tool in the top toolbar to open the bake panel.
  2. Under Output Resolution, select the pixel size for your baked maps. 2048 covers most game assets; use 4096 for hero props.
  3. Set Dilation — this expands each map's UV island edges outward by that many pixels to prevent seams at island borders. 16–32px is a safe default.
  4. Under Channel Maps, tick the maps you want to bake. You can bake multiple maps in a single pass.
  5. Load your low-poly mesh using the mesh selector. This is the mesh whose UV layout the maps will be baked onto.
  6. Optionally load a high-poly mesh if you want Normal map detail projected from it.
  7. Adjust Projection Settings if needed (see table below), then bake.
Bake Panel
Trumble Bake panel: resolution, dilation, channel map toggles, mesh slots, projection and AO settings, and bake actions
Setting What it does Recommended
Max Front Distance How far in front of the low-poly surface to search for the high-poly hit 0.1–0.3 — increase if high poly detail is not being captured
Max Back Distance How far behind the low-poly surface to search 0.1–0.3 — should match front distance
Soften Strength Blurs the baked result slightly to reduce pixel-level noise 10–20% for a clean result; 0 for raw output
AO Quality Number of ray samples used for ambient occlusion. Higher = less noise, slower bake 40–60% for most assets
AO Reach How far AO rays travel. Larger reach = broader, softer shadows 20–30%
Ignore Back Faces Prevents interior geometry from casting AO or being projected onto the bake On for most character and prop work
Average Normals Smooths hard normal seams at UV island borders On for organic shapes; off for hard-surface/mechanical
Step 04

Map Types Explained

Trumble can bake six different map types in a single pass. Here's what each one is for and when to use it.

Normal Map

Encodes surface direction as RGB color. Fakes lighting detail from the high-poly onto the low-poly at no poly cost. The most commonly baked map.

World Space Normal

Like a normal map but in world space instead of tangent space. Used for some stylized shaders and matcap rendering in engines.

Ambient Occlusion

Grayscale map showing where ambient light is blocked by nearby geometry. White = open, Black = occluded. Adds depth and contact shadow.

Curvature

White on convex edges, black on concave creases. Essential for masking edge wear, dust, and rust in the Texture tool's material layers.

Position

Stores the XYZ world position of each surface point as RGB. Used for gradient-based masking and some procedural material effects.

Thickness

Measures how "solid" the mesh is at each point. Thin areas are white. Used for subsurface scattering (skin, leaves, wax) in PBR materials.

After baking, drag the Curvature and AO maps directly into layer modifier slots in the Texture tool to automatically mask wear, grime, and edge highlights — no manual painting required.
Step 05

Run the Bake

With your meshes loaded and settings configured, you're ready to bake.

  1. Click Bake selected mesh to bake only the currently selected mesh in the scene, or Bake all meshes to process everything at once.
  2. A progress dialog will appear showing the current bake stage. Bake time scales with output resolution and AO quality — a 2048px bake with AO typically takes 5–20 seconds.
  3. When complete, each baked map appears as a new entry in your Assets Library automatically.
  4. To re-bake with different settings, adjust the panel and bake again — new results will overwrite the previous ones in the library.
Browser tab must stay active during baking. Switching tabs or minimising the window can pause GPU work and significantly slow the bake. Keep Trumble in the foreground while baking.
Step 06

Use Your Baked Maps

Once baking is done, your maps are in the Assets Library and ready to use. There are three common ways to work with them.

Where to use it How
Texture Tool — Channel slot Drag a baked map (e.g. Normal, AO) from the Assets Library directly into the corresponding channel slot in the Texture tool's material panel. It will be applied across the whole mesh.
Texture Tool — Layer modifier Add a layer in the Texture tool, then drag your Curvature or AO map into that layer's mask slot. The layer will be automatically masked by the baked data — no painting needed.
Export to engine Right-click any baked map in the Assets Library and choose Export as… to download it as a PNG. Import directly into your engine's material editor.
Workflow tip: Bake first, then paint. Start every asset by baking your Normal, AO, and Curvature maps. Load them into the Texture tool as channel data and layer masks, then paint on top. You'll get better results with far less manual work.
You're done! You now know how to prepare meshes, configure a bake, understand every map type, and put baked data to work in the Texture tool. Combine baking with the Texture tool's layer system to build materials that look hand-crafted in a fraction of the time.