Texture Baker – Blender Add‐On ‐ Guide - 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
- Select all mesh objects to bake.
- Choose the map type.
- Set the resolution.
- Press Build (optional) to preview or edit.
- Press Bake.
- Save the generated image.
- Press Clear Temporary Nodes when finished.
⚡ Quick Tools
Consolidate UVs
Creates a new shared UV map (default name "Consolidated") for all selected objects.
Usage:
- Select your objects.
- Enter a custom name (or keep "Consolidated").
- Enable Override Existing to replace a same-named UV map.
- 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:
- Select target objects first, source object last.
- Enable Auto-Generate Data Layers, or leave disabled for manual generation.
- 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).
⚡ Image Tools
Collect Images
Depending on the Shader setup, it can be difficult making sure all relevant texture maps are exported for use outside of Blender. This option lets the user select a mesh and then select a destination folder for textures. The add on will cycle through every material on the selected mesh objects and save them to the identified folder.
Usage:
- Select your objects.
- Hit Collect Images button.
- Navigate to a desired folder or create a new one.
- Once the folder is chosen the addon will put all the textures within that folder. NOTE: It does not change any of the texture setup on the model. If you wanted to use a texture from the destination folder you would need to set that up manually within the material node setup.
The addon should not create duplicates and only save or include unique images.
💼 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.