The difference between "just baking" and "baking right" is the difference between artifacts on every hard edge and a clean map that works under any lighting. The process seems simple: load high-poly and low-poly, click Bake in Marmoset Toolbag, get a map. In practice, 30% of time goes into setup, 40% into fixing artifacts, and only 30% into the actual bake. Our experience shows that proper preparation saves up to 40% of time compared to redo's. Our standard baking service starts at $150 for a simple prop, with average costs from $50-$200 per day depending on complexity.
What artifacts occur and why
Shadowing artifacts on hard edges. Classic: normal map looks fine under direct light, but under side light dark bands appear on edges. The cause is mismatch between smoothing groups on low-poly and UV seam boundaries. The rule that fixes this in 90% of cases: UV seam must coincide with hard edge (smoothing group break). This is called matched UV/smoothing workflow and it's not an option but a requirement for correct baking. In 15% of cases, additional cage adjustments are needed.
Projection artifacts. When high-poly and low-poly volumes don't match, the baker tries to find the nearest surface via ray casting and misses — especially on complex concave shapes and thin elements. In Marmoset Toolbag this is solved with Bake Groups: each part with significant volume deviation is isolated into its own group with an individual cage. This reduces artifacts by 70%.
Seams on normal map. Visible breaks along UV island borders. Cause: insufficient padding (2px instead of the needed 8px) or floating geometry that the baker interprets ambiguously. In xNormal this is fixed via Edge Padding with 16px dilation. In Marmoset Toolbag — via Dilation setting set to 32px for 4096 textures.
Tangent space mismatch. Normal map baked in one tangent space, engine uses another — result: incorrect lighting, highlights in wrong places. Unity uses MikkTSpace, Unreal Engine — also MikkTSpace, but with nuances in UE4 vs UE5. Marmoset Toolbag and Substance Painter support tangent basis setting — it must be set to match the target engine before baking. Failure to do so causes 80% of lighting errors.
| Artifact | Cause | Solution |
|---|---|---|
| Shadowing artifacts | Mismatched smoothing groups | Align UV seam with hard edge |
| Projection artifacts | Volume mismatch HP/LP | Use Bake Groups with individual cage |
| Seams on normal map | Insufficient padding | Increase padding to 8px, enable dilation, use 16-32px |
| Tangent space mismatch | Different tangent basis | Set MikkTSpace for target engine |
What software and settings guarantee a clean bake?
Marmoset Toolbag 4 — our primary baking tool. Reason: Bake Groups with per-group cage, UDIM support, correct tangent basis for most engines, real-time preview. Settings: Samples 256–512 for final bake, Dilation 32px for 4096 textures, Cage Offset individually per group (typical offset 0.5-2cm).
xNormal — used for complex cases with custom cage and for batch baking many objects. Faster than Toolbag on large scenes (up to 2x speed), but preview is weaker.
Substance Painter — when baking and texturing happen in one tool. Match by Mesh Name workflow: low-poly named Object_low, high-poly — Object_high. Painter automatically matches pairs and bakes separately. This is critical for complex assets with dozens of parts.
Maps we bake as standard: Normal Map (tangent space), Ambient Occlusion with Ray Distance 0.5-2m, Curvature (min/max -1/1), Position, Thickness, World Space Normal. The last three are needed for procedural masks in Substance Painter. AO is baked with Ignore Backfaces setting — without these, cavity details produce incorrect shadows.
For characters with UDIM workflow, baking is done per-tile: each tile (1001, 1002, 1003, ...) is baked considering its own geometry. Marmoset Toolbag 4 natively supports UDIM baking — one of the reasons it has become standard in character pipeline.
Typical mistakes when preparing HP/LP models
- UV seam not aligned with hard edge → shadowing artifacts. - Cage not set or too small → projection artifacts. - Padding less than 8px for 4096 textures → seams. - Wrong tangent basis → incorrect lighting in engine. - Models not matching by mesh name → Substance Painter doesn't match pairs. Fixing these mistakes before baking reduces redo's by 50%.Process
Inputs needed: high-poly mesh (FBX/OBJ), low-poly mesh with UV, target engine information (for tangent basis), texture atlas size (e.g., 4K).
- Check HP/LP pair. Check volume correspondence, identify problem areas — thin details, sharp corners, concave shapes.
- Set up bake groups. Split model into groups by surface type and geometry complexity. Floating geometry (rivets, overlays, details) — into separate groups.
- Test bake. At lower resolution (512 or 1024) check all critical zones. Fix smoothing groups, move seams, adjust cage.
- Final bake. Full resolution (e.g., 4K), maximum sampling (512). Post-processing: edge dilation, filtering.
- QA in engine. Maps are checked in the target engine or in Marmoset Viewer under multiple lighting setups — key, side, backlight.
What's included
We provide the full package: source maps (Normal, AO, Curvature, Position, Thickness) in PNG/TGA formats, bake scene file (Toolbag/scene, group descriptions), and integration recommendations for the engine. If needed, team training on working with the resulting textures and support for one month after delivery.
Why trust us with baking?
Over 7 years of experience in gamedev, more than 150 projects — from mobile indie games to AAA console characters. We guarantee a clean map from the first bake: if artifacts remain after engine verification, we fix them for free. For regular clients — discounts on batch orders (10% for 5+ assets). Start cooperation today — order a test bake of one asset with a 30% discount off regular pricing.
Estimated timelines and costs
| Asset type | Number of maps | Timeline | Starting cost |
|---|---|---|---|
| Simple prop | Normal + AO | 4–8 hours | $150 |
| Weapon / equipment | Full PBR set | 1–2 days | $400 |
| Character (one UV tile) | Full PBR set | 2–4 days | $1,200 |
| Character UDIM (4–6 tiles) | Full PBR set | 3–6 days | $2,500 |
Cost is calculated after analyzing source files. Get your project evaluated for free. Leave a request — we will contact you and calculate timeline and cost. Get a consultation for your project. Contact us — we will assess complexity and propose the best option.
More about tangent space can be read in Marmoset's documentation.






