Monday, April 20, 2026

SINGLE HD MAP

The addon already provides tools to bake HD figures, so this is just an alternative setup, easy to do by hand. The advantage is this way we use a single texture, and we don't have to save local textures as required by the built-in tools. We will use as example Victoria 8 HD.

This is a general method we can use with any multires, not only daz figures. We assume the reader is familiar with the basic blender tools so this is not a step by step tutorial.

step 1. HD uv map. First we create a new uv map for the HD texture, where all the figure uvs are in the first udim. For this it is enough to create a new uv map, then go to the uv editor and pack islands. Eventually we can also scale some islands to better fit the uv space. Below we see the Victoria 8 uv map packed nicely into the first udim.

edit mode: uv editor > uv > pack islands


step 2. HD texture. Then we create a new texture to bake to, first we create the image texture then the image for the texture. It is important to place this texture as selected in all the figure materials, so cycles knows it has to bake everything there. Note that we use the HD uv map for the texture, also we set the color space as non-color as this will be a normal map, but it's the same if we want to bake a displacement.


step 3. Bake. With the new texture in place and selected for all materials, we can now tell cycles to bake the multires. Below the settings I used. The baking process takes just a few seconds in a mid-level PC.

render properties > bake


step 4. Assign the HD texture. Now we have the normal map baked from multires, we can save the image then connect the texture to the bump node in all the materials. Note that the texture is the same for all the materials and it uses the HD uv map. Of course we can apply the multires modifier as we don't need it anymore having it baked.

Yes it's that simple. The main annoyance is we have to connect the texture by hand for all the materials in the figure.