How to bake a normal map in Blender
A normal map lets a light mesh catch light as if it had every wrinkle of the detailed one. You make it once, by projecting the high-poly garment onto the low-poly one.
What you need
- Blender
- A high-poly and a low-poly version of the garment in the same place
- The low-poly version unwrapped
Steps
- Switch to Cycles. Baking lives in the Cycles render engine. Choose it in the Render properties.
- Give the low-poly an image. In the low-poly's material add an Image Texture node, create a new image (2048 px, 32-bit float off, colour space Non-Color) and leave that node selected.
- Select high, then low. Click the high-poly, shift-click the low-poly so it is active.
- Set up the bake. In Render properties > Bake set Bake Type to Normal, tick Selected to Active, and set a small Extrusion (or use a cage) so the rays start just outside the low-poly.
- Bake and save. Press Bake, then save the image from the Image editor - Blender does not save baked images by itself.
- Check it. Connect the image through a Normal Map node and look at the low-poly in rendered view. Fix black or broken patches by raising the extrusion or adjusting the cage.
Tips
- Shade the low-poly smooth before baking, and bake with the same smoothing it will have in the world.
- Second Life and most game engines read OpenGL normal maps (green up), which is what Blender bakes.
- Bake at a larger size than you need and scale down: it hides small errors.
Next
Words you do not know? See the glossary. All guides: how-to guides.
This page is a written overview. In the SL Designers video courses you watch clothing being made from start to finish, and our Blender addons take over much of the technical work.