Texturing & materials · Intermediate
Baking
Saving slow detail or lighting into a texture so it never has to be recalculated
Also called Texture baking
What is baking in 3D?
Baking is saving the result of a slow calculation into a texture so it never has to be worked out again. Common bakes copy high-poly detail into a normal map, store soft shadows in an ambient occlusion map, or record a scene’s lighting into a lightmap for fast playback.
Think of it like this
It is like photographing a sandcastle: building it took hours and it may wash away, but the print shows it instantly and lasts.
Where it fits in a 3D project
- Create
- Surface
- Rig
- Animate
- Render
- Export
Surface: Giving the shape its color and material: UVs, textures and shaders.
How baking works
- 01Set up the source: a detailed model, a lit scene or a complex material.
- 02Give the target model clean UVs that do not overlap, to receive the result.
- 03The software calculates the detail or lighting for each texel and writes it into an image.
- 04Plug the baked image into the target model’s material.
Baking vs rendering
| Property | Baking | Rendering |
|---|---|---|
| Output | A texture used on the model | A finished image or video frame |
| When | Once, ahead of time | Every frame or shot |
| Purpose | Saves work for later | Shows the scene to viewers |
Bake whatever stays fixed so it costs nothing later; render to make the images people actually see.
Where baking is used
- Normal and AO maps from high-poly sculpts for games
- Lightmaps for static scenes in game engines
- Flattening procedural materials into plain textures for export
Beginner tip
Messy bakes usually come from overlapping UVs or a cage, the invisible shell that guides the bake, sitting too tight. Give each island its own space and push the cage out slightly.
Terms related to baking
- Texturing & materialsNormal mapA texture that fakes small bumps and dents without adding geometry
- Texturing & materialsAmbient occlusionThe soft darkening in corners and cracks where less light reaches
- Lighting & renderingLightmapA texture of baked lighting that lets real-time scenes look richly lit
- ModelingHigh-polyA dense, detailed model, often sculpted and used as a source for baking
- ModelingLow-polyA model with few faces, built for speed or for a simple faceted look
- Texturing & materialsUV unwrappingCutting a 3D surface along seams and unfolding it flat for texturing
Baking FAQ
Updated October 29, 2026 · Browse all 3D terms