Textures look flat — Ambient Occlusion baking
Flat, "plastic" models are the most common reason a game looks cheaper than it actually is. The client invests in character and environment design, but on screen they look flat: there are no shadows in the seams, corners don't read, metal and fabric look like a sticker.
The player picks up on this instantly — and decides the product was made hastily, even if the mechanics and story are strong.
The root of the problem is the absence of correct shadow maps. Ambient Occlusion baking solves it directly: we calculate how light naturally darkens in crevices, under overhangs, and where surfaces meet, and transfer that calculation into a texture.
The model gets realistic shading without a single extra polygon — the scene holds high detail while not dropping performance on weak devices.
For PBR graphics this is a foundation, not cosmetics. Without a quality shadow map, the other channels — roughness, metallic, normals — work at half strength, and the material still looks unnatural.
Baking shadow maps ties the entire asset preparation into a single system: the artist sees a predictable result instead of fighting "gray patches" in the final render.
The practical benefit for the project is a recognizably expensive look on the same content budget. Models look three-dimensional under any lighting, scenes read well in screenshots and trailers, and players and investors perceive the product as high quality.
We handle this task turnkey: from asset preparation to final baking, with the result verified on real scenes from your game.
What the client gets: Ambient Occlusion baking formats
What tasks baking shadow maps solves
Baking Ambient Occlusion turns heavy soft shadow calculations into a ready-made map that the engine simply applies to the model.
For the client, this means one thing: the scene looks more voluminous and realistic, while the load on players' devices drops — the project runs on mass-market hardware, not just on top-tier machines. We select the baking format to fit the task, not the other way around.
Baking formats for different scenarios
| Format | For whom | What it gives the client |
|---|---|---|
| Map into the model's texture | Mobile and web projects | Fast start, stable frame rate on weak devices |
| Baking into vertex colors | Stylized and low-poly graphics | Fewer textures, lightweight assembly, recognizable visual style |
| Maps for the PBR pipeline | Projects with realistic lighting | Consistent look of materials, predictable results on all platforms |
| Batch processing of sets | Large model libraries | Delivery deadlines don't grow with the volume of assets |
Why this is good for business
Shadow maps for PBR are not "pretty for the sake of pretty." They are a direct saving of the team's resources: artists don't redo materials over and over, and players don't complain about lag.
Texture preparation follows a well-tuned process, so a batch of models is delivered on time and without surprises at the final assembly.
We work on professional equipment and check the result on real scenes, not just in a viewer. This approach to graphics optimization is backed by the team's experience and tools like Substance — the client gets predictable quality and a repeatable result from batch to batch.
How the baking project works: from brief to support
We structure the baking process so that the client understands at every step what is happening and when they will receive the result.
You don't need to understand the intricacies of preparing models and setting up lighting — all that's required from you is the source scene and an understanding of how the object should look in the game. From there, our engineers drive the project, and you approve the key milestones.
- We clarify the task. We discuss which project the maps are needed for, what graphics style is involved, and where the objects will be used — in an interior, on an open scene, up close, or in crowd shots. This determines the depth of shadow detail.
- We check the source files. We review the models, UV layouts, and materials, and note what needs to be fixed before baking. If the geometry or UVs require rework — we say so right away, so nothing has to be redone at the final stage.
- We agree on the plan and scope. We lock in the list of objects, priorities, and delivery order. You can see which assets will be ready first and when you'll receive the full batch.
- We bake the maps. Our engineers work on professional equipment, so the result is consistent from object to object — no spots, seams, or artifacts at the joints.
- We get the maps approved. We show the result on a test render and check it against your references. Revisions to shadow density and contrast are made before final handoff.
- We deliver the assets. We hand over the finished maps in the required formats along with the source files and a short setup guide — your artists can integrate them into the project right away.
- We provide support after delivery. If something goes wrong during integration or the scene requirements change — we stay in touch and make the revisions.
This order of work removes the main risk — getting beautiful maps that have nowhere to be integrated. You know the timelines, the scope, and how the result will fit into the game in advance.
How to choose the right baking format for the task?
Choosing a baking format starts not with the tools, but with the question: where and how will the player see your graphics. If the project lives on low-end devices and mobile screens, the priority is lightweight shadow maps that don't eat up performance.
If it's a showcase project for powerful platforms, you can plan for denser Ambient Occlusion baking and richer shadow detail. We always start from the task that graphics solve in your product, not from the fashion for technologies.
Next, we look at the requirements for the graphics and at how objects behave in the scene. Static decorations, interiors, architecture, and environment objects take baked shading very well — it gives depth and volume without loading the frame.
For dynamic objects and characters, the approach is different: shading is transferred so that it doesn't fall apart during movement and lighting changes. Understanding this difference is the answer to the question of "how to choose shading" for a specific project.
We also take the art style into account separately. Realism requires soft, physically plausible shadows in seams and corners, while stylization calls for more contrasting and readable accents.
The mistake is choosing a format "by eye": too dense baking will weigh down the project, too weak will make the image look flat. We find the balance for your visual reference and target devices.
The practical criterion is simple: the format must match the project's goals, not the habits of the person doing the work. During a baking consultation, we analyze your scene, show how different options will behave in the game, and propose a solution for your timeline and team. Describe the task — we'll come back with an estimate and a plan.
Case study: how baking Ambient Occlusion accelerated the project
A team came to us preparing a game with open locations: by the time they reached out, their models and scenes were already done, but on players' low-end machines the visuals "fell apart" — shadows and corner occlusions were recalculated on the fly and ate up frames.
We proposed not touching the geometry or textures, but instead moving the occlusion calculation into textures ahead of time — baking Ambient Occlusion.
We worked scene by scene in stages: first we mapped out which objects actually affect occlusion, then baked the maps in separate passes so as not to lose soft transitions at the seams between parts.
The client got not "a pretty picture for the sake of a pretty picture," but a predictable result: the load on the player's GPU dropped, and the visuals became denser — corners, seams, and small geometry stopped looking flat.
What changed for the project
After integrating the baked maps, the frame rate on low-end configurations rose by roughly a third, and drops in dense scenes almost disappeared — testers stopped catching complaints about "lag" in battles with crowds.
The art side benefited separately: the light-and-shadow became readable, and objects stopped blending into the background.
| What it was | What it became |
|---|---|
| Occlusion was calculated in real time | Ready-made maps load instantly |
| Drops in saturated scenes | Stable frame rate on low-end machines |
| Flat corners and seams between parts | Volumetric light-and-shadow without losing style |
A month later the team came back with a new location — this time the baking followed an already established process and took less time. For the client this meant something simple: the optimization budget stopped being a one-off and became part of the pipeline.
We work on professional equipment and with well-tuned tools, among which is Substance, — that's why the result is reproducible from scene to scene rather than depending on the luck of a single pass.
What if something goes wrong: guarantees and results
The client's main fear always sounds the same: "we hand over the project, and a month later something breaks, and there's no one to turn to." With texture baking this is especially sensitive — the entire visual presentation of the game depends on the finished textures, and redoing them at a late stage hurts the release timeline.
That's why we lock down the scope of responsibility before we start: exactly what we deliver, by what criteria you accept the work, and what we do if a problem surfaces after delivery.
What if an error or artifacts on the maps are found after delivery?
We don't close the project the moment the files are handed over.
If a defect related to our work shows up on your side, we fix it within the agreed terms — without renegotiating the arrangements and without "that's not our problem anymore." That's exactly why acceptance is based on criteria described in advance, rather than a "looks about right" check on the last day.
And what if our requirements change? No problem: revisions within reasonable limits and rebuilding the affected areas are part of the workflow, not a separate service. Who will support us after launch? Post-delivery support is discussed separately and stays in touch for as long as your team needs it.
After placing an order you receive:
- finished baking maps, ready for further work without any rework on your side
- a clear file structure and logic that any of your specialists can understand
- acceptance based on agreed quality criteria, not a subjective "like it / don't like it"
- predictable timelines at every stage — you see progress instead of waiting for a final email
- a guarantee on the result and a clear course of action if something goes wrong
- a single person responsible for the project instead of back-and-forth with contractors
Describe your task — we'll come back with an estimate, a plan, and the boundaries of responsibility. We'll discuss the task before we start, so that what you get in the end is exactly the result you came for.
Baking Stage Timelines: What Happens and When
Baking timelines are predictable if you break the work down into clear stages. Below are approximate intervals for a typical Ambient Occlusion map baking project.
Exact timelines depend on the number of objects, the complexity of the geometry, and how well-prepared the source files are — so we always confirm the final timing after reviewing the task.
What Shifts the Timeline
Work goes fastest when the models and UV layouts are already prepared and don't need rework. If the geometry is "raw" or the UV layouts overlap, we add time for preparation — otherwise the maps will come out with defects that will still have to be redone.
We split large projects with hundreds of objects into batches: you receive the first finished maps at the start of the main stage rather than waiting for the entire project to finish. This way you can start assembly in parallel and avoid downtime.
How We Keep to the Timeline
Before starting, we agree on a plan with checkpoints and keep you informed at every stage. If the scope changes along the way, we immediately let you know how it will affect the timeline — no surprises at the end. Describe your task, and we'll come back with an estimate and a plan for your project.
What baking integrates with: fitting into your pipeline
Baking Ambient Occlusion maps rarely lives on its own — it slots into an already running graphics production process.
Some teams prepare models and materials in one place, others have them scattered across contractors, and still others receive part of their assets from external studios.
Our job is not to break your graphics pipeline, but to fit into it neatly and take over the part that slows down delivery.
We take into account how your work is organized: who is responsible for the final scene assembly, in what form models are handed over, whether you have your own naming and versioning rules.
This lets us accept assets in a format convenient for you and return a result that drops straight into the project without manual touch-ups. Integration of baking is done so that your artists and technical specialists keep working at their usual rhythm.
Compatibility with the customer's systems is about predictability: you know in advance what you will get and in what form.
If some of your processes are not yet formalized, we will help describe them so that fitting into your workflow happens without downtime and unnecessary approvals. Let's discuss your task — we will come back with an estimate and an integration plan.





