Asset Baking Services for Games
Asset baking is the technical bridge between high-detail artistic creation and real-time game performance. Baking transfers the visual information from complex, high-polygon models and offline simulations into optimized texture maps that run at 60fps on your target hardware. Whether you need normal maps, ambient occlusion, lightmaps, or physics-cached simulations, Kreonit provides professional baking services that preserve visual fidelity while meeting strict performance requirements.

Asset Baking Services
Texture Map Baking
Full PBR texture set baking — normal, ambient occlusion, curvature, thickness, position, and color ID maps — from high-poly source meshes to game-ready low-poly assets using Marmoset Toolbag and Substance Painter pipelines.

Lightmap Baking
High-quality static lightmap baking for environments — optimizing UV2 channel layouts, resolving texel density inconsistencies, and configuring progressive lightmapper settings for the best quality-to-size ratio on your target platforms.
Physics and Simulation Baking
Baking dynamic cloth, fluid, and rigid-body physics simulations into vertex animation textures (VAT) for runtime playback — enabling complex simulation visuals at a fraction of the real-time simulation CPU cost.

Baking Type Comparison
| Bake Type | Input | Output | Typical Use |
|---|---|---|---|
| Normal Map Bake | High-poly mesh | Normal map texture | All game assets |
| AO Bake | Mesh geometry | Occlusion texture | Grounding/detail |
| Lightmap Bake | Scene + lights | Light texture | Static environment |
| VAT Bake | Physics simulation | Vertex anim texture | Cloth, fluids, crowds |

Frequently Asked Questions
Do you bake assets for all major game engines?
Yes. We bake and deliver assets calibrated for Unity (HDRP and URP), Unreal Engine 5, Godot, and custom engines — accounting for each engine specific normal map conventions, UV requirements, and texture compression formats.

Can you bake assets from third-party 3D software?
Yes. We accept source files from ZBrush, Blender, Maya, 3ds Max, Cinema4D, and Houdini — cleaning and preparing geometry for baking as part of the service when source assets need mesh cleanup before baking produces clean results.
How do you handle large environment lightmap baking?
Large environment lightmaps require careful UV2 layout planning for texel density consistency, atlas organization by zone and importance, and render farm access for large-scale progressive lightmapper jobs. We manage the full pipeline including iterative quality reviews.
Can you integrate baked assets directly into our project?
Yes. We can deliver raw texture maps for your team to integrate, or directly import baked assets into your Unity or Unreal project, setting up materials and verifying in-engine appearance as part of the delivery scope.
Close the gap between art vision and real-time performance. Contact Kreonit to discuss asset baking services for your game. Related services: Normal and Displacement Mapping, Textures and Materials, Lighting, and Shader Programming.