Cinema 4D / BodyPaint 3D Program Documentation Tutorials Sculpting Tutorial
Function available in CINEMA 4D Studio & BodyPaint 3D

The Final Step: Baking

The man in the moon is basically finished. But an object with about 1.5 million polygons can be somewhat cumbersome to handle in some situations. If you only want to render it in Cinema 4D it can stay as it is. Generally speaking, however, it would be better if the object were less massive. Of course Cinema 4D has the right Sculpt tools with which this can be easily done. The Bake Sculpt Objects command can be used to bake all modeled details as well as Displacement and Normals maps. For our project, it would reduce the object from 1.5 million polygons to only 384 polygons, with barely any difference in the rendered result. Click on the link below to open the finished model:


Click on the Bake Sculpt Objects button to start the baking process. This will open the Bake Sculpt Objects dialog window in which you can define options for baking. In the Baking tab you can, for example, define where the file should be saved, which format should be used, etc. The Preset drop-down menu offers various preset resolutions that you can use. For our example, select 1024 x 1024. Basically, the higher the resolution the better the quality - and the more memory that will be required. Leave the remaining options as they are.

In the Options tab you can select which textures should be baked. For our example, enable Displacement and Normal. The Source Object and Target Object lists display which source subdivision level will be used for the baked model and which subdivision level the target object will have.

After all settings have been defined - and after the save path has been selected - the Bake button located below the preview window will be enabled. Clicking on this button will start the baking process and your materials will be saved to the selected location.

After the baking process has been completed, the objects displayed in the Viewport and the Object Manager will look a little strange. Two objects lie at the same location and the additional objects are still Child objects of the original and not of the baked object:

When working with the baked copy it is recommended that the Null object with the eyeball and rocket also be placed at the same location as the baked object and to hide the original object (in the Viewport and for rendering) using the Object Manager setting.

The model now has the lowest subdivision level, i.e., that of the Base Object. If you render the baked object now the sculpted details will appear exactly as they would on the object with 1.5 million polygons thanks to the baked Displacement and Normal textures. This makes it easy to work with complex scenes in other applications or in game engines.

This is what your image could look like after adding objects, effects and lighting:

We’ve reached the end of your sculpting workshop. We hope you have obtained a better understanding of the sculpting workflow and functions in Cinema 4D.

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