Texture Transfer - High-Poly To Low-Poly Texture Baking Addon

blenderustad in Materials and Shading


Texture Transfer bakes PBR texture maps from a high-detail source mesh onto a low-poly target mesh using the target's existing UV layout. All baking runs through Cycles automatically.


Requirements

  • Blender 4.2 or above
  • Target mesh must have at least one UV map
  • Both objects must be meshes

Installation

  1. Download the ZIP
  2. Go to Edit > Preferences > Add-ons
  3. Click Install, select the ZIP, enable the addon
  4. Press N in the 3D Viewport and open the Tex Transfer tab

How to Use

Step 1 Set your high-detail mesh in the From field

Step 2 Set your low-poly mesh in the To field

Step 3 Select the target UV map from the Target UV dropdown

Step 4 Enable the maps you want to bake

Map Default
Normal Map On
Height / Displacement On
Ambient Occlusion Off
Color / Diffuse Off
Roughness Off

Step 5 Set resolution, margin, and ray distance

Setting Default Notes
Resolution 2K Up to 8K available
Margin 16 px UV island padding
Ray Distance 0.1 m Adjust for mesh scale

Step 6 Set output folder and filename prefix

Step 7 Toggle Auto-Apply if you want the addon to build a complete Principled BSDF material on the target after baking

Step 8 Click Transfer

All maps are saved as PNG files. A status message confirms completion or shows an error if something needs attention.


Auto-Apply Material

When enabled, the addon builds a ready-to-render node tree on the target mesh automatically. Color and AO are multiplied together, Normal is routed through a Normal Map node, Roughness connects directly, and Height drives a Displacement node on the material output.


Notes

  • The target mesh must already have a UV map. The addon will not create one for you
  • Ray Distance and Cage Extrusion use the same value. Increase it if you see baking artifacts on complex shapes
  • Height baking uses Blender's Position pass. Results may need conversion for use in Unity or Unreal Engine
  • Baking is done via Cycles. Your original render engine is restored after every run

FAQs

Q: My bake shows black patches or artifacts. What do I do?

Increase the Ray Distance value in the Settings section. Black patches usually mean the rays are not reaching the source mesh surface. For large or high-poly meshes try values between 0.2 and 0.5. Also make sure your target UV map has no overlapping islands, as overlapping UVs will cause one island to overwrite another during the bake.


Q: Do I need to unwrap my high-poly source mesh?

No. Only the target mesh needs a UV map. The source mesh can be a raw sculpt, a dense simulation mesh, or any high-detail object with no UV layout at all. The addon bakes from the source surface onto the target UV using selected-to-active projection.


Q: Can I bake all five maps in one session?

Yes. Enable any combination of Normal, Height, AO, Color, and Roughness at the same time and click Transfer once. The addon bakes each map in sequence, saves all PNG files to your output folder, and if Auto-Apply is on, wires everything into a single Principled BSDF material on your target mesh automatically.

$14

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Details
Sales 10+
Published 4 months ago
Blender Version 3.0 - 5.2
Extension Type N/A
Render Engine Used Blender-Internal, Blender-Game-Engine, Cycles, Eevee
License Mit
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