# Bake

## Baking in 3ds Max

{% hint style="info" %}
Before baking, you need UV information for the completed low-polygons. Please proceed after creating the UV map.
{% endhint %}

{% hint style="info" %}

### **Please check the smoothing groups before rendering**

Please organize the smoothing groups. If a face with an angle of more than 45 degrees is composed of a single smoothing group, the baked normal map will appear as if it is directly affected on the surface.
{% endhint %}

For the inner mesh, different smoothing groups should be specified.

Detach the UV of the separated mesh.

<figure><img src="/files/0c9eGFdPUfKCZ5x6v1WZ" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/9uQrbsg0xOuEE1X6TAoM" alt=""><figcaption></figcaption></figure>

1. **Place the created high-poly and low-poly on top of each other.**

The low-poly should adequately cover the high-poly to appear similar in volume.

It's also smooth to handle the Cage in Projection.

<figure><img src="/files/OYQx95wwpjrSYaAHCzQE" alt=""><figcaption></figcaption></figure>

Select **\[Projection]** in the Modifier List.

<figure><img src="/files/EmadOpunfCq46TTf3hw3" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/Gv2c3KNpju5mMQnnzZSr" alt=""><figcaption></figcaption></figure>

In the Pick List, select the **\[HIGH]** as the baking target.

<figure><img src="/files/ncF1I8rkBY9OryxkI8gB" alt=""><figcaption></figcaption></figure>

Activate Shaded and adjust the Amount value to completely wrap the high-poly.

{% hint style="danger" %}
If the distance between the high-poly and Cage is too far, the quality of the baked normal map decreases.
{% endhint %}

<figure><img src="/files/NrnSvAP6YGXOGQOo8z5I" alt=""><figcaption></figcaption></figure>

Press shortcut 0 and execute \[Render to Texture].

<figure><img src="/files/tlXC7vijq7p4CuM9owvl" alt=""><figcaption></figcaption></figure>

2. **Set the options as follows:**

Activate \[Projection Mapping] - \[Confirm Setup] - \[Render Filter] - Check \[Global Super Sampling] Option

\[ADD] - Normal map 1024x1024 Size - Rendering

{% hint style="info" %}
&#x20; Set the baking size high and then reduce it as needed
{% endhint %}

<figure><img src="/files/DHBYIWSJ4RkxBqdoYO8W" alt=""><figcaption></figcaption></figure>

Here is the completed normal map after rendering.

The red area below is caused by the lack of high-polygon information.

You need to clean up the basic normal map base color.

<figure><img src="/files/Dc1GuB2JeElJz8upCTJH" alt=""><figcaption></figcaption></figure>

3. **Complete to clean**

<figure><img src="/files/Xh0TleSxEbovFNmwhKpX" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/TWjYzwnja43MeKXfCg5F" alt=""><figcaption></figcaption></figure>

## Baking in Blender

{% hint style="info" %}
Before baking, UV information for the completed low-polygon is required. Please create a UV map.
{% endhint %}

### Setting the Scene for Bake

1. Go to \[Edit] - \[Preferences]- \[System] tab and set \[Cycles Render Device].

{% hint style="info" %}
If the CPU performance is similar to or better than the graphics card, enable it; otherwise, disable it\
\
For GTX graphics card: Choose CUDA / For RTX graphics card: Choose OptiX.
{% endhint %}

<figure><img src="/files/bcNxUImIdgnFOLd2Q7KI" alt=""><figcaption></figcaption></figure>

2. Switch the Render Engine to **\[Cycles]** in the Render tab.

<figure><img src="/files/kiNWwOu1okRUuTFsDJKp" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Depending on the PC environment, changing the Device option to GPU Compute can improve the baking speed.
{% endhint %}

3. Set up the \[Render] - \[Bake] settings as follows:

<figure><img src="/files/eYIckAxLoYYXFNln9gio" alt=""><figcaption></figcaption></figure>

### Bake Normal map

1. Select the low-polygon and deactivate Auto Smooth under Data - Normals.

<figure><img src="/files/O1GA2TsNbpIqj2hdQQRT" alt=""><figcaption></figcaption></figure>

2. Press the Tab key to switch to Edit Mode, select the outer and inner faces, then right-click - Shade Smooth.

<figure><img src="/files/WOv3wlYJGKJSuiltb0Xf" alt=""><figcaption><p>Left: Select the outer face / Right: Select the inner face</p></figcaption></figure>

<figure><img src="/files/CQGRAgmWQq4UORRqKiqS" alt=""><figcaption></figcaption></figure>

3. Align the low-polygon and high-polygon so that they completely overlap.

{% hint style="warning" %}
Check if both the low-polygon and high-polygon are visible.
{% endhint %}

<figure><img src="/files/E2UKwLtGT0gdGWL4CeeX" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/r8mSY5H45LZEQ4Tf2ksn" alt=""><figcaption></figcaption></figure>

4. Click the \[Shading] button at the top to switch to the Shading Editor.

<figure><img src="/files/3z855HKqZJiYmWitC1YX" alt=""><figcaption></figcaption></figure>

5. Select the low-polygon and, if there is no applied material, click the \[New] button to add a new material.

<figure><img src="/files/BXvPV93CBa9VAljbIRll" alt=""><figcaption></figcaption></figure>

6. Set up the material nodes as shown in the image below.

<figure><img src="/files/29xfR2UoFFQwfb8gtyQW" alt=""><figcaption></figcaption></figure>

7. Click the **\[New]** button of the Image Texture to create a new texture.

<figure><img src="/files/Kjh70ON2vPg67pPY0Jlu" alt=""><figcaption></figcaption></figure>

8. If there is an applied material for the high-polygon, click the X button to remove it.

<figure><img src="/files/hHWjxBq4JdiTfkZWPqsy" alt=""><figcaption></figcaption></figure>

9. With the high-polygon selected, hold down the Shift key and select the low-polygon.

{% hint style="info" %}
If selecting from the Outliner instead of the Viewport, hold down the Ctrl key while selecting the low-polygon after selecting the high-polygon.
{% endhint %}

<figure><img src="/files/CzRZvFtXvo03l0EAzO5t" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
Please check the color of the model name shown in the outliner. The low-polygon should be yellow (active).
{% endhint %}

10. Press the **\[Bake]** button in **\[Render] - \[Bake]** to render the normal map.

{% hint style="info" %}
In **\[Render] - \[Bake] - \[Selected to Active]**, adjust the Extrusion value and Max Ray Distance value gradually to render a clean and sharp normal map.
{% endhint %}

<figure><img src="/files/RGl5ZNJi7AgFILGc4JQT" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/NjYpTuctv6Xpu6l1tqcH" alt=""><figcaption><p>Left: Before / RIght: After</p></figcaption></figure>

11. Click the Texture Paint button at the top to switch to Paint mode.

<figure><img src="/files/gqXNCQBarnbkbgO9XzvK" alt=""><figcaption></figcaption></figure>

12. Cleanly modify the inner face using tools like Draw and Fill.

<figure><img src="/files/PehdvwLoZNFi94GHtUYo" alt=""><figcaption><p>Before</p></figcaption></figure>

<figure><img src="/files/XtMUTbjC6LsRjjcrHNeQ" alt=""><figcaption><p>After</p></figcaption></figure>

13. Click the Image - Save button to save the completed normal map.

<figure><img src="/files/FobqHZ2WxTz4qwdzIaKI" alt=""><figcaption></figcaption></figure>

{% hint style="danger" %}
When saving, make sure to change the Color Space to \[**Non-Color]**.
{% endhint %}

<figure><img src="/files/VzLlUzLUWpqzOzWiAhXR" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/h4FVEkaq6oQVQp7Y3QCA" alt="" width="563"><figcaption><p>Complete to apply normal map</p></figcaption></figure>


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