Beginner Workflow

What is Texture Baking and Why Do Game Artists Use It?

Texture baking is the process of transferring complex surface information — detail, lighting, curvature, occlusion — from a high-resolution source onto a simple texture map that a low-poly game mesh can use at runtime. It's one of the most important techniques in professional game art production, and understanding it will fundamentally change how you approach asset creation.

⏱ ~9 min read · 6 sections · Beginner friendly

Section 01

What is Texture Baking?

Texture baking is the act of pre-computing information about a 3D surface and storing it as a 2D texture image. Instead of recalculating complex surface properties every frame at runtime — which would be extremely expensive — you calculate them once, store the result as a texture, and let the GPU sample that texture cheaply at runtime.

The word "baking" comes from the idea of cooking something: you apply heat (computation), and the result gets permanently set into a fixed form (the texture). Once baked, the information is frozen into the image and doesn't change unless you rebake.

The most common use of baking in game art is the high-to-low poly workflow — using a high-detail sculpted mesh as the source and projecting its surface information onto the UV map of a game-ready low-poly mesh. The result is a set of texture maps that make the low-poly mesh appear to have all the detail of the high-poly version, at a fraction of the rendering cost.

Why not just use the high-poly in the game? A high-poly sculpt with 2 million polygons would be completely unusable in real time — it would tank frame rates and eat GPU memory. Baking lets you capture that detail and deliver it as a cheap texture lookup instead of expensive geometry processing.
Section 02

How Baking Works

At its core, baking works by casting rays. For each texel (texture pixel) in the low-poly mesh's UV map, the baker fires a ray outward from the low-poly surface. That ray travels until it hits the high-poly mesh. At the intersection point, the baker reads the property it's baking — surface normal direction, ambient occlusion, curvature, color — and writes that value into the corresponding texel of the output texture.

Baking — Ray Projection from Low Poly to High Poly
HIGH POLY MESH LOW POLY MESH BAKED MAP High poly Low poly Projection rays

Repeat this process for every texel across the entire UV map and you end up with a complete texture image representing whatever property you baked — normal directions, occlusion values, surface curvature, or anything else. This texture can then be sampled by the GPU at runtime as cheaply as any other texture.

Section 03

What Can Be Baked?

Many different types of surface information can be baked into textures. Here are the most commonly used bake types in game art production:

Normal Map

Transfers surface direction vectors from the high poly. The most important bake type — restores the visual appearance of all high-poly detail on the low poly.

Ambient Occlusion

Pre-calculates how much ambient light reaches each point. Adds depth, grounding, and contact shadows at zero runtime cost.

Curvature

White on convex edges, black in concave crevices. Used as a mask to drive edge wear and cavity dirt in texturing tools.

Color / Albedo

Transfers vertex colors or material colors from the high poly directly onto a texture. Useful for hand-painted workflows.

Thickness

Measures how thick the mesh is at each point. Used for subsurface scattering effects on skin, wax, and translucent materials.

World Space Normal

Like a normal map but encoded in world space instead of tangent space. Used for some shading effects and triplanar mapping setups.

Bake in the right order: Always bake your Normal map first. Once you have a normal map, use it as a reference while painting to make sure your other texture channels align with the surface detail it describes.
Section 04

Common Baking Problems and How to Fix Them

Baking is straightforward once you know what can go wrong. These are the most common issues beginners encounter:

ProblemCauseFix
Black splotches on normal map Ray misses the high poly mesh — usually from misaligned meshes or ray distance set too short Ensure high and low poly are perfectly overlapping. Increase max ray distance slightly.
Seam visible in baked maps Insufficient UV island padding — baked pixels bleed across island edges Add more padding between UV islands (4–8px minimum). Rebake at higher resolution.
Inverted normals (surface looks inside-out) High or low poly has flipped face normals Check face normals on both meshes — flip any incorrectly oriented faces before baking.
Grainy or noisy AO map Ray count too low for the complexity of the mesh Increase the number of AO rays. 512+ rays for final bakes, 64–128 for draft.
Detail not transferring correctly High poly detail is too far from the low poly surface for the cage to capture Use a cage mesh or inflate the low poly slightly to ensure rays reach all high poly surface points.
Hard edge artifacts on normal map Low poly has hard edges without corresponding UV seams UV seams and hard edges must match. Add a seam wherever you have a hard edge on the low poly.
Section 05

A Clean Baking Workflow

Getting clean bakes consistently comes down to preparation. Most baking failures happen because of problems with the mesh or setup, not the baking tool itself. Follow these steps for reliable results every time:

01

Align your meshes precisely

The high poly and low poly must be in exactly the same position. The low poly should sit just inside the surface of the high poly, with no gaps or offsets. Even small misalignments produce visible errors in the baked maps.

02

Check face normals on both meshes

Every face on both meshes must point outward. Flipped normals on either mesh will cause incorrect bake results — black patches, inverted lighting, or missing detail.

03

Clean up your low poly UVs

Non-overlapping UVs, adequate island padding, and seams that match hard edges are all essential. Messy UVs produce messy bakes — there's no way around it.

04

Do a draft bake first at low resolution

Run a quick 512 or 1024 bake at low ray counts to check for obvious errors before committing to a full high-resolution bake. This saves a lot of time during iteration.

05

Fix errors before the final bake

Address any problems found in the draft bake — UV seams, misalignments, flipped normals. Getting it right at this stage avoids having to rebake after you've started texturing.

06

Run the final high-resolution bake

Bake at your target resolution with high ray counts. For most assets, 2048–4096 at 256+ rays for normal maps and 512+ rays for AO will produce excellent results.

Section 06

Texture Baking in Trumble

Trumble's Bake tool brings the full high-to-low baking pipeline to the browser. Import your high and low poly meshes, configure your bake settings, and generate normal maps, AO, curvature, thickness, and other maps directly — no software to install, no offline render times to wait through.

What Trumble bakes

Normal maps, Ambient Occlusion, Curvature, Thickness, World Position, and Color ID maps — all the bake types you need to build a complete PBR texturing foundation.

Bake into your texture stack

Baked maps feed directly into Trumble's Texture tool as mask and reference layers. Use curvature to drive edge wear, AO to drive cavity dirt, automatically.

The workflow inside Trumble is: import meshes in the Bake tool → configure bake types and resolution → run bake → switch to Texture tool and start painting using the baked maps as your foundation. Everything stays in the browser — from raw mesh to export-ready PBR textures.

Ready to bake? Open Trumble's Bake tool, import your high and low poly meshes, set your resolution, and hit Bake. Start with a Normal map and AO bake — those two maps alone will dramatically improve the visual quality of your low-poly asset.