ReadMe Documentation for Texture Baker add‐on for Blender 3.6 - CDDTreborn/Tekken-8-Resources GitHub Wiki

Texture Baker – Blender Add-On

Texture Baker automates baking consolidated texture maps (RMA, MRA, OBD, TSE, Color, ID, Normal, etc.) from your materials using a temporary node setup. It also includes a suite of Quick Tools for UV consolidation, blend-mode changes, weight transfer, and material cleanup.


✨ Texture Baking Workflow

Type

Choose the texture map type you want to bake:

  • RMA – Roughness / Metallic / AO
  • MRA – Metallic / Roughness / AO
  • OBD – Opacity / Black / Dirt
  • TSE – Translucency / Specular / Emissive
  • Color, ID, Normal, etc.

🧩 Bake Controls

Build / Refresh Setup

Creates or refreshes the temporary shader setup used for baking.
Updates automatically when switching map types.

Bake

  • Bakes using the active UV map.
  • Generates an image named:

(objectname)_(type)

Note: The baked image is not auto-saved.
Save it manually from the Image Editor.

Clear Temporary Nodes

Removes all temporary baking nodes and restores your material exactly as it was before.


⚙️ Setup Requirements & Notes

  • Works best when the material contains a Principled BSDF.
    If you use a custom shader group, route outputs into a Principled BSDF → Material Output.
  • Materials without a Principled BSDF are skipped.
  • All mesh objects must have at least one UV map.
  • Remove UV overlaps for clean results.
  • RMA AO option is slower and AO tweaks must be done in the temporary node group.
  • OBD:
    • B-channel defaults to 0
    • For Dirt maps, press Build, connect Dirt → B, then Bake.
  • Color (PC):
    • Alpha channel is included → useful for decals.
  • ID map:
    • Same logic as Color but without alpha.
    • Feed ID masks into Base Color manually.

📝 Baking Instructions

  1. Select all mesh objects to bake.
  2. Choose the map type.
  3. Set the resolution.
  4. Press Build (optional) to preview or edit.
  5. Press Bake.
  6. Save the generated image.
  7. Press Clear Temporary Nodes when finished.

⚡ Quick Tools

Consolidate UVs

Creates a new shared UV map (default name "Consolidated") for all selected objects.

Usage:

  1. Select your objects.
  2. Enter a custom name (or keep "Consolidated").
  3. Enable Override Existing to replace a same-named UV map.
  4. Press Create / Pack UVs.

All objects receive the UV map, and islands are automatically packed without overlaps.


Blend Mode Switch

Changes the blend mode for all selected objects.

Compatible with Blender 3.6 → 4.5 LTS.


Quick Weight Transfer

Transfers vertex group weights from the active mesh to all selected meshes using Data Transfer modifiers.

Usage:

  1. Select target objects first, source object last.
  2. Enable Auto-Generate Data Layers, or leave disabled for manual generation.
  3. Press Add Data Transfer Modifiers.

Delete Vertex Groups

Removes vertex groups from all selected objects.


Duplicate Material Cleanup

Consolidates duplicate material instances:

Material Material.001 Material.002

→ All remapped to:

Material

To make a duplicate the new “primary,” rename it before running the tool (remove the numeric suffix).


💼 Compatibility

Fully compatible with:

  • Blender 3.6
  • Blender 4.0
  • Blender 4.1
  • Blender 4.2 LTS
  • Blender 4.3
  • Blender 4.5 LTS

The add-on auto-adapts to version-specific node and material differences.


📘 UPDATE INFORMATION