Baking Normal and Ambient Occlusion Maps in Blender Cycles for Game Assets
Learn how to bake clean normal and AO maps from a high‑poly model onto a UV‑unwrapped low‑poly mesh in Blender Cycles, with steps to avoid artifacts and verify results.
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Learn how to bake clean normal and AO maps from a high‑poly model onto a UV‑unwrapped low‑poly mesh in Blender Cycles, with steps to avoid artifacts and verify results.