> For the complete documentation index, see [llms.txt](https://docs.altava.com/creator-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.altava.com/creator-guide/3d-modeling/low-polygons/bake.md).

# 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2F0s6bfN3JSuZnwwP7nvSW%2Fimage.png?alt=media&amp;token=fc2abd4b-7e36-4f2f-9110-2a255f4d996d" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FuC76t3Hux8FKG3zaUdG7%2Fimage.png?alt=media&amp;token=670fa5d8-ddd1-4c00-9464-003d5b3e2a6b" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2Fgn1giM2v4hsnXLMCxzj9%2Fimage.png?alt=media&amp;token=2c2b7b04-4f6c-4be4-8519-218958ff54d8" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FD98R6bET6yWqSyWL8UQy%2Fimage.png?alt=media&amp;token=6de614f9-9b62-4250-bab1-02a973050ef6" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FpekaKw8Vk7iGORhWEVRK%2Fimage.png?alt=media&amp;token=cbf18253-4152-47b2-8314-d022b7e3c937" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FTUgNDgpacCrxSFJf98WD%2Fimage.png?alt=media&amp;token=8764aa33-8a0c-4be5-b04a-c35e8f6d2bd9" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2Fh88LWR0a3vbfknSesjuE%2Fimage.png?alt=media&amp;token=8bdb7370-23a1-4206-aef6-abb449650b84" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2F5gUXl6wanA9OzckMzBDc%2Fimage.png?alt=media&amp;token=f272ce9b-6111-4c0b-9b1a-8f6ba84e0858" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FXNaJ62qCEjd4hTJnkoJg%2Fimage.png?alt=media&amp;token=a11bfdb1-b179-4c77-ac80-36f0f5cb60ca" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FDWHSTPk7UXzRTV9epMT9%2Fimage.png?alt=media&amp;token=503b9cb6-3428-481b-88c8-b9dfbd531d20" alt=""><figcaption></figcaption></figure>

3. **Complete to clean**

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FS5o2VUw5oSmcN9hhgdsQ%2Fimage.png?alt=media&amp;token=45c5fcfa-ebe6-41f2-b104-32e4e5c7068a" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FUzdOv8TiFM5quvsF3bGV%2Fimage.png?alt=media&amp;token=0c977c7b-367c-4946-a2d9-eeb46a7285d5" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2F5I0FfPUTC83jn2MM2MVh%2Fblender_prefernece_system.png?alt=media&amp;token=29f5207e-4dcb-478e-9efc-a7802671e752" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FA2x8qotPaCytwPBH41SK%2Fblender_scene_engine.png?alt=media&amp;token=3c49ab1e-5c9e-48be-8263-7abe0294a269" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2F6fKD7BuH70JtIYFVsVgI%2Fblender_bake_setting.png?alt=media&amp;token=99ea809a-24a2-48b9-a9b9-ec9b3ab4c01c" alt=""><figcaption></figcaption></figure>

### Bake Normal map

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FTrvTkAxCk4AXJCn3y1UC%2Fblender_auto_smooth.png?alt=media&amp;token=b59fdeba-f7f3-4b82-9952-46deb07510af" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FC7vCsNiFWJwwDxefy1lz%2Fblender_poly_select.png?alt=media&amp;token=1660cde5-8a8b-4f8a-b44f-b7144aac0fd5" alt=""><figcaption><p>Left: Select the outer face / Right: Select the inner face</p></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FhtFa6Re1JnseaufW43qi%2Fblender_shade_smooth.png?alt=media&amp;token=dbbb70dd-48c4-4543-bde4-24c8ddf90cd6" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FdWDaZ7MbZUaqsbf8Abxb%2Fblender_low_high.png?alt=media&amp;token=661baa9f-031b-4d57-a774-70978453a2ff" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FwLyGRc5gh0xiabombDFv%2Fblender_low_high_2.png?alt=media&amp;token=747206b3-97ad-4c98-8778-4d026791525e" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FwpuAQYr0Z8K517iz4RBe%2Fblender_shading.png?alt=media&amp;token=48496b41-4cc7-447a-8ce6-f438f645a963" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FF6igcARIsYn1NLxGdinA%2Fblender_new_material.png?alt=media&amp;token=d2509259-041b-4072-9aa9-8da4668cb903" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FejULie5FJMjzNOwnAndU%2Fblender_material_node_normal.png?alt=media&amp;token=84505394-9957-40f7-a281-81a0c2f6be3f" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2Fndn2CPZoqf4IwlvDEKkW%2Fblender_image_texture.png?alt=media&amp;token=08100d69-6fcf-48c0-b247-f1fba6de2361" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FW9rBM1glhQzRTAYpzQfi%2Fblender_material_delete.png?alt=media&amp;token=ebbe1938-d772-4c87-962b-f614d3a12b36" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FmVeyvV2ftcMS2EJ35hdT%2Fblender_low_high_3.png?alt=media&amp;token=95fd4a74-4acc-4760-8190-68dbd8bb6a2c" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FEnzYvVEUlBZom5pGd3vE%2Fblender_bake.png?alt=media&amp;token=e86320d4-d44d-4725-b6d1-81c3aa29e7a7" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FSgnqYEzenaTUs0AtDCbL%2Fblender_bake_normal.png?alt=media&amp;token=8e34d866-a2f4-43d5-a4ad-2abc06d89b7d" 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="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FvfoXFvrZdgIsjT3CgkEP%2Fblender_texture_paint.png?alt=media&amp;token=bbfdbfb0-1c3a-4a9d-ac15-c3f13d8d5521" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FqUqkMKqz19P7DdAKcX4o%2Fblender_normal_before.png?alt=media&amp;token=ff9507de-772f-4658-9d7e-86863ebe35db" alt=""><figcaption><p>Before</p></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FPEUkfG2IVNfBjmlEMn64%2Fblender_normal_after.png?alt=media&amp;token=c2350288-445d-4077-8cbc-d2c2a89e956f" alt=""><figcaption><p>After</p></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2Fk85JuIbhmOEcxm4zZDnh%2Fblender_normal_save.png?alt=media&amp;token=bb48ef76-ae86-442b-9784-7f0347630078" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FF4VSR4tH3FU50B29pe1J%2Fblender_normal_save_option.png?alt=media&amp;token=cba4cdc4-5c29-4f0c-b990-139a5c998e84" alt=""><figcaption></figcaption></figure>

<figure><img src="https://328555605-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fqbl3tKh4Tqarpg8Dmgw2%2Fuploads%2FDQTnZwnCASZMDxhjnDIW%2Fblender_normal_complete.png?alt=media&amp;token=9a0667b5-1f24-4225-bc4e-c75a05e22a4e" alt="" width="563"><figcaption><p>Complete to apply normal map</p></figcaption></figure>
