Version 1.0
Pro Baker — BeFX Studios

Mesh maps and PBR textures, baked with Cycles without leaving Blender. Organise the work in Bake Sets, project from high to low, and get every map on disk in one click — without touching your materials.

Overview

Every Map You Need, Inside Blender

BeFX Pro Baker extracts the geometric information of your models — occlusion, normals, position, thickness, curvature, per-piece IDs — and writes it into textures ready for Blender, for your texturing software or for a game engine. All with Cycles, and without exporting anything to another program.

Pro Baker on a real asset. The bake time is sped up.
Materials

From Any Material to PBR Textures

Turn a procedural material into textures any engine understands, or bake the materials of one object onto the UVs of another — and get a ready-made <set>_PBR material back.

A procedural material baked to PBR textures, with its new material built and assigned for you.
Workflow

Bake Sets, High Poly & Cage

No project, no special folder. Select the objects that share a texture, press +, and you have a set. Give each low poly its high, check the sets you want and press Bake.

Preview Cage. The cage wraps the high poly in the viewport, follows every value you touch: wherever the high pokes through, you see it before baking.
Objects list
Each low poly with its high poly, in its own row.
Cage settings
The cage: shared by the set, per object or custom.
Mesh Maps

Thirteen Maps, Each With Its Own Settings

The base of every wear, dirt and dust effect, baked in the order you check them and written straight to disk.

AO map
Normal map
World Space Normal map
Curvature map
Thickness map
Object ID map

Plus Position, Vertex Color, Lightmap, Material ID (with a .json colour legend) and three maps straight from a Multiresolution modifier: Normals, Displacement and Vector Displacement. Curvature is computed from the baked normals, with four extra scales packed into a second map if you want them.

Projection

Skew Correction, Painted Where You Need It

A rivet that leans near an edge, lettering that stretches around a curve: Pro Baker bakes a second version of each projected map with perpendicular rays, and you paint it in exactly where it's needed.

Where you paint, the skewed rivets straighten out — seen live on the model.

That's what makes it so powerful: the correction is painted. You paint on the model, in the viewport, right where the detail gets skewed, and you see the fix as you paint while the rest of the map stays as it was. No rebaking, no tweaking the cage piece by piece, no fixing the normal map by hand in another program: a skewed rivet straightens out with a couple of brush strokes.

It's a solution never seen before in a baking add-on for Blender. Until very recently, painting the skew correction could only be done in Marmoset Toolbag. Pro Baker brings it to Blender, inside the same workflow, for every map projected from the high to the low.

Apply always composes from the two original versions, so you can repaint and apply again without the correction stacking up. The mask survives between sessions, and it's reapplied on its own when you bake the set again.

Delivery

Straight to Disk, Ready for Any Engine

No separate export step: each set writes its maps as soon as it finishes, with the names, format and convention your pipeline expects.

One helmet showing its AO, Curvature, Normal Map and World Space Normal bakes side by side
One model, four of its baked maps: AO, Curvature, Normal Map and World Space Normal.
Included
Full documentation in English and Spanish, and support by email. Requires Blender 4.5 or later on Windows, macOS (Intel and Apple Silicon) or Linux.

Want to paint and texture inside Blender too? BeFX Studios also makes MatPlus, a complete professional texturing suite.