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Blender Texture Baking

Community
EL4CTEO
blender-texture-baking

Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-texture-baking
Stars
426
Forks
39
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Texture Baking AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-texture-baking
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-texture-baking .claude/skills/blender-texture-baking
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Texture Baking in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Texture Baking on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Texture Baking is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Texture Baking (Cycles)

The execution model is in blender-core. UVs come from blender-retopology-uv and materials from blender-pbr-materials.

One call

scripts/bake_maps.py -- --low SM_Crate --high Crate_high Crate_bolts --maps normal ao curvature id \
   --res 2048 --samples 64 --margin-px 16 --pack-orm --out //textures

Self-bake (procedural → textures, no --high): --low SM_Crate --maps basecolor roughness metallic normal --pack-orm. The script picks the GPU (OptiX/CUDA/HIP/Metal/oneAPI) and falls back to CPU, creates the target images with correct color spaces, cleans up its temporary nodes, and saves T_<name>_<N|AO|CURV|BC|R|M|ORM...>.png.

Preparation checklist (most bake bugs come from this list)

  1. Low poly: UVs unwrapped, no overlaps (stacked/mirrored islands moved +1 U), padding ≥ 8 px at the bake resolution, scale applied.
  2. Hard edges = UV seams on the low poly. Use either smooth shading with the bake handling gradients, or hard edges split at seams. Never put a hard edge inside a UV island.
  3. Triangulate the low poly the same way the engine will, or export the triangulated mesh. Mismatched triangulation shows as shading seams.
  4. High poly covers the low completely and pokes out of it only a little. Floaters (bolts, panel details) can hover just above the surface, but must stay within the extrusion distance.
  5. Names: X_low / X_high pairs. Bake per part, or explode the parts apart (move each pair along an axis) so neighbouring parts don't project onto each other, then put them back.
  6. Apply modifiers on the high poly as needed (multires and subd are evaluated automatically).

Rays: extrusion vs cage

  • --extrusion (meters) pushes the ray origin outward from the low surface. It must be greater than the farthest distance the high poly sticks out of the low. The default is 2% of the low's diagonal; max_ray_distance is 2 × extrusion.
  • Cage (--cage Crate_cage): a copy of the low with the same topology, inflated (Displace/"Push"). Use it when uniform extrusion fails (sharp concave corners, thin parts). Edit the cage locally where rays miss.
  • Too small: holes or missing details. Too large: other parts of the mesh project in (intersections, "ghosting").

Map guide

MapSpaceNotes
normalNon-Color, tangent, OpenGL (--directx for Unreal)16-sample AA is plenty; 8-bit PNG is fine for games
aoNon-Color64–256 samples; bake with the high only (no ground) unless contact AO is wanted
curvatureNon-Color, 0.5 = flatderived from the baked normal (convex white / concave dark); drives edge wear
idsRGBone flat color per high-poly material; use materials as masks
thicknessNon-ColorAO with inside rays; dark = thin; for SSS/translucency masks
basecolor/metallic/opacityvia emission overridereads the Principled inputs of the source materials (also procedural chains)
roughness, emit, combinednative Cycles passescombined = lit result (lightmaps, stylized)
positionfloatgradient masks
ORM = R:AO G:Roughness B:Metallic, the glTF/Unreal standard. Unity uses a different packing (blender-pbr-materials).

Fixing common artifacts

SymptomCauseFix
Wavy lines on cylinderslow poly too low, smoothing gradientsadd segments, use a cage, or more support on the low
Skewed details (bolts lean)ray direction follows the averaged low normalshard edges + seams, a cage, or bake the floater separately
Black/garbage areasrays miss or hit the back facesraise extrusion, fix flipped normals (blender-asset-qa), check high coverage
Seams visible in enginemargin too small, hard edge without a seam, different tangentsmargin ≥ 16 px @2k, seams at hard edges, export tangents (MikkTSpace)
Details from a neighbouring partparts too closeexplode the bake, or bake per object pair
Inverted green look in engineOpenGL/DirectX mismatch--directx for Unreal, or flip G in the texture importer
Stepping/banding8-bit with large flat gradientsbake to 16-bit (float_buffer) and dither on export

Baking non-PBR data

  • Vertex colors: bake.target = "VERTEX_COLORS" with an active color attribute (useful for mobile and Roblox-free shading).
  • Lightmaps: bake combined onto UV2 (--uv-layer UVMap_Lightmap) with the scene lights.
  • Multires (no separate high object): bake.use_multires=True, bake.type="NORMALS"|"DISPLACEMENT"|"VECTOR_DISPLACEMENT", bake.use_lores_mesh=True, then bpy.ops.object.bake_image(). The viewport level is the low, the sculpt level is the high.

Gotchas

  • The target image must be the active Image Texture node in every material of the low object (the script handles this).
  • Baking in Cycles uses the active UV map (--uv-layer to pick).
  • Images aren't saved automatically: img.save() or save_render. Packed or internal images disappear on reload.
  • 5.2: the Cycles texture cache (.tx) is for render memory and doesn't affect bake results.
  • Run blender-asset-qa on low + high first, because flipped normals and floating chunks produce most bake garbage.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Texture Baking AI skill do?

Bake texture maps in Blender 5.2 Cycles - high-to-low normal maps with cage/extrusion, AO, curvature, ID, thickness, base color/roughness/metallic from procedurals, ORM packing, OpenGL vs DirectX, margins, GPU baking, fixing skewing/waviness/seams. Use when transferring sculpt or high-poly detail to game meshes or converting procedural materials to textures.

Why use Blender Texture Baking on TypingMind?

Because you install it once and use it with any model. Blender Texture Baking is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Texture Baking in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-texture-baking. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Texture Baking?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Texture Baking?

As many as you like. As long as a model supports skills, you can use Blender Texture Baking with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Texture Baking AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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