assetforgeVER. 1.0 · Hard-surface asset studio

Hard surface

Baking AF-01 · 1K · 8 maps

UV mapping, normal bakes, technical maps and texture art for vehicles and machinery. The model on this page is unwrapped and baked live, in your browser.

Estimate a project

// Bake log · this browser

  1. waiting for bake…

// Drag to rotate · 3D view

Scroll // pipeline
  1. 01Low-polyStep 1/5

    Silhouette and budget first. Hard edges go where the light breaks, chamfers where it should roll off.

    DeliverableBlockout + poly count
  2. 02UV layoutStep 2/5

    One island per plate, seams on hard edges, cylinders as straight strips. All eight wheels share one stacked UV set.

    DeliverableLayout + density report
  3. 03Normal bakeStep 3/5

    Bolts, welds, grilles and tyre tread are baked into the normal map instead of the mesh.

    DeliverableTangent-space normal, MikkTSpace
  4. 04AO + curvatureStep 4/5

    Occlusion and curvature drive every dirt and wear pass that follows, so the paint lands where it should.

    DeliverableAO, curvature, ID, edge masks
  5. 05Texture artStep 5/5

    Paint, chips, grime, dust and stencils, authored as metal/rough and packed for the engine.

    DeliverableAlbedo + normal + ORM
02UV layoutAtlas 1024² · 0–1
// Hover an island
U →V ↑

Seams you
won't find.

This is the live layout of the vehicle in the garage above. The numbers are measured from it, not typed in.

Islands
—
Stacked shells
—
Packing
—
Density spread
0 %
  1. 01
    Seams on hard edges

    A hard edge already splits the normal, so a UV seam there costs nothing and stays invisible.

  2. 02
    One texel density

    A bolt on the roof and a bolt on the wheel hub get the same number of pixels.

  3. 03
    Stacked repeats

    Identical parts share one UV set. Eight wheels cost the atlas one wheel.

  4. 04
    Padding for mips

    Every island bleeds into its gutter, so no dark halos appear at a distance.

03Map inventoryNormal · AO · curvature · height · ID · edge

Flat plate.
Machined detail.

Drag the divider; move the cursor to move the light. Left: the bare low-poly surface. Right: the same pixels with the baked normal map.

Low-poly+ Normal

// Close-up bake · 3× texel density

  • S1
    NormalRGB8 · BC5

    Tangent space, OpenGL Y+

  • S2
    Ambient occl.R8 · ORM.r

    Cavities and contact

  • S3
    CurvatureR8 · mask

    Edges bright, crevices dark

  • S4
    HeightR16

    Relief for masks/parallax

  • S5
    Material IDRGB8 · mask

    Flat colour per part

  • S6
    Edge maskR8 · mask

    Hard-edge proximity

04Paint shopAlbedo · roughness · metalness · packed ORM

// Drag to rotate

—

Wear goes where
boots and branches go.

Every layer reads a baked mask: chips follow curvature, grime follows occlusion, dust settles on upward faces.

Scheme

Layers

05EstimateRough order of magnitude · USD

Budget it
in a minute.

25,000
Texture size
Complexity
Texture sets / UDIMs
2
Extra LODs
1
Scope
07ContactReply within one working day

Send the
low-poly.

Need

Opens your mail app with this filled in · or write to hello@example.com

Delivery spec

Mesh
FBX · glTF/GLB · OBJ
Textures
PNG · TGA · EXR, 8/16 bit
Resolution
1K–8K per set, UDIM on request
Normals
Tangent space, MikkTSpace, OpenGL or DirectX
PBR
Metal/rough or spec/gloss
Packing
ORM or your channel layout
Engines
Unreal Engine, Unity, Godot, custom

FAQ

Q1Can you take over at any stage?

Yes. Send a low-poly for UVs and bakes, a UV-ready mesh for texturing, or references for the whole asset.

Q2Do you need a high-poly model?

Not for most machined parts: the high is derived from the low, with welds and procedural detail added. Sculpted or organic parts still get a proper high.

Q3Which normal-map convention do you deliver?

Whichever your engine expects: OpenGL (Y+) or DirectX (Y−), synced to MikkTSpace tangents.

Q4How accurate is the estimate?

It shows the order of magnitude from triangles and textures. The quote comes after we see references, and it is fixed per asset.

Q5Do you work under NDA?

Yes. Client work is never shown without written permission.