Finish Stack

Studio Sphaerus in Modeling


If you've spent a career turning scans and sculpts into game-ready assets, you already know the grueling part of the job that takes all of your time away from making more beautiful art: the finishing. The retopo, the UV work, the bake prep, the export cleanup - the long middle stretch between "the art is done" and "the asset is actually usable." Finish Stack is built by a working environment artist to take that stretch off your plate.

Here's the moment every production artist has lived: the art director looks at a finished, baked, exported prop and says "love it... can we make the base wider and push the silhouette taller?" Without a re-runnable pipeline, that sentence costs you a day and a half. Re-retopo. Re-unwrap. Re-explode for baking. Re-bake. Re-export. All to accommodate feedback that took ten seconds to say. With Finish Stack, that sentence costs fifteen seconds: adjust the sculpt, select the low, hit Reprocess. That's the whole difference between dreading feedback and welcoming it.

"Game Changer." - a coworker, the moment he first saw Merge & Bake. Work that would have taken him a day and a half to a few days by hand was done in seconds - he was genuinely flabbergasted.

"This would have saved me days." - another coworker, on Voxel remeshing.

What it does, end to end:

Merge & Bake takes two or more overlapping pieces - a kitbashed prop, anything interpenetrating - and fuses them into one clean, remeshed, atlased low, with every piece's own texture baked down onto it in a single pass. Fully re-runnable: nudge a piece, hit Reprocess, and the merged asset and its atlas rebuild from the new arrangement.

Remesh comes in four flavors: Voxel for an exact tri target, Quad for QuadriFlow retopology with an automatic voxel-clean fallback on messy input, Decimate for keeping open shells intact, and SDF Smooth (Blender 5.1+) for organic reconstruction that can fix genuinely tangled topology no vertex-space method touches.

Curvature-adaptive density sends tris to the detail and drains them from the flats, automatically, every time.

Dense Nanite meshes are brutal to hand-unwrap - nobody's manually laying out UVs on a million triangles. Nanite UV transfer solves it: hand-unwrap a clean low instead, then push those UVs straight onto the dense high, and Finish Stack can automatically re-bake color onto the result the moment it lands, if the target has its own linked source further up the chain.

Color bake to low carries albedo, textured or vertex-colored, onto a low's UVs entirely inside Blender - no external baker required, and the ray distance can be dialed in and re-baked at any time, even after the fact.

Bake Prep explodes and unexplodes LP/HP pairs for Substance or Marmoset baking, crash-safe and hierarchy-aware, and a dedicated Export for Baking button writes a low and its high straight out as baker-ready _LP / _HP FBX files with no extra setup.

Batch FBX export is engine-aware: pick Unreal, Unity, or Generic and the right axis convention and naming land automatically, one click.

Batch processing handles N sources at once, each with its own independent, re-runnable recipe.

The real point isn't any single feature - it's the phase of work it removes. Finishing a scan or sculpt down to something performant in-engine is real, necessary work, but it's also the part of the job that eats an artist's time without being the part they got into art to do. Finish Stack takes that phase back, so the hours go into sculpting, art-directing, and iterating instead of prepping and re-prepping the same asset every time someone asks for a change.

Honest scope: Finish Stack is the pipeline, not a replacement for the category leaders on their own turf. It doesn't try to out-bake a dedicated PBR baker or out-pack a dedicated UV packer. It wins on integration and re-runnability, where single-purpose tools structurally can't compete - and Merge & Bake is the clearest proof of that: nothing else in the category takes a kitbash straight to one re-runnable, atlased asset.


$45

Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 50% of product price

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Details
Blender Extension Compatible Yes
Published 3 months ago
Blender Version 4.1 - 5.1
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL