SuperAPI AI Directory

texture-workflow

Design & creation

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Updated 10-15 16:34

About this skill

Texture Workflow

Bake high-poly detail to efficient texture sets. Optimize memory. Engine-ready outputs.

When to Use

  • Baking sculpt detail to normal maps
  • Creating texture atlases for modular kits
  • PBR texture set generation
  • Decal placement and blending
  • Texture memory optimization

Workflow

High/Low Poly Setup → Cage Setup → Bake Maps → Composite
    → Atlas Pack → Engine Format Export → Validation

Standard PBR Texture Set

Map Format Notes
Base Color sRGB PNG No embedded AO
Normal Linear PNG OpenGL convention unless engine specifies
Roughness Linear PNG Single channel
Metallic Linear PNG Single channel
AO Linear PNG Multiply in shader, not base color
Height Linear PNG Optional parallax
Emission sRGB PNG Mask-based
ORM Packed Linear PNG R=AO, G=Roughness, B=Metallic (Unreal)

Naming: T_[Asset]_[Map] per ../references/naming-conventions.md

Bake Setup

1. Low-poly mesh with UVs (active)
2. High-poly mesh (sculpt or detail) — selected
3. Cage extrusion: 0.01–0.05m (adjust per asset scale)
4. Ray distance: match cage
5. Bake margin: 16px minimum
6. Anti-aliasing: enabled

Maps to Bake

Map Source Priority
Normal High→Low Required
AO High or low (cavity) Required
Curvature High sculpt Wear masks
Position High Optional (blending)
Thickness Subsurface meshes Characters

Texture Atlas Strategy

Modular kits share one atlas:

1. All modules UV'd to shared 0–1 or UDIM space
2. Bake each module to atlas regions
3. Trim sheet areas for repeating detail
4. Single material references atlas
5. Document region map for artists

Decals

  • Decal mesh projected on surface
  • Separate UV channel or atlas region
  • Blend via alpha mask
  • Limit decal overdraw in engine

Memory Optimization

Technique Savings
ORM packing 3 textures → 1
Shared atlas N materials → 1 texture
Lower res on hidden surfaces 50%+ memory
BC compression in engine 4:1 or 6:1
Trim sheets Reuse detail across assets

Resolution Guidelines

See ../references/polycount-budgets.md texture section.

MCP Integration

  1. Setup bake objects via MCP
  2. Configure bake settings via MCP if supported
  3. Export baked images via MCP
  4. Assign baked textures to materials via MCP
  5. Query texture count and resolution

Validation Checklist

  • Normal map correct orientation (test in engine)
  • No UV seams visible in bake
  • AO not baked into base color
  • Consistent texel density in final textures
  • Texture resolution within budget
  • Files named per convention
  • sRGB vs Linear correctly assigned

Constraints

MUST DO

  • Bake high-poly detail before discarding sculpt
  • Use cage for clean normal bakes
  • Pack ORM for engine efficiency
  • Test normal map orientation in target engine
  • Document atlas regions for modular kits

MUST NOT DO

  • Bake without cage on complex shapes
  • Embed AO in base color (PBR standard)
  • Exceed texture budget without LOD justification
  • Use inconsistent normal map conventions
  • Skip margin in bake settings

Reference Guide

Topic Reference Load When
Bake troubleshooting references/bake-troubleshooting.md Bake artifacts
ORM packing references/orm-packing.md Unreal/Unity export