Quick Guide How to Bake Normal Map

Prepare UVs

First, make sure that you have UVs good for baking normal maps. This tutor is not about making UVs (it would require a separate book), so we assume that the reader is already familiar with this theme. In short:
UV shells should have enough margins.
Hard edges should be separated on UV.

Example of UVs for baking

Example of mesh with UVs ready for baking.

Add image node to the object’s material

Make sure that you have your mesh selected.

Add Image Shader Node

In Shader Editor, choose Add — Texture — Image Texture

New Image

In that node, click New

New Image Settings

In this window, choose the Name of your map, Width and Height.
Alpha is not needed for Normal Map, so we can turn it off.
After that, click OK

Color Space

It’s very important to set Color Space to Non-Color. Now we’re done with the image.

Final Shader

Final shader looks like this. You don’t need to connect the image node anywhere right now.
We recommend to bake with the Preview Node on. If it’s not present in your material, you can add it by using Preview Mat Override button in Zen BBQ N-Panel.

Baking Settings

Make sure you have your object selected.

Quality Settings High

Make sure you have Quality setting in the N-Panel set to High. Bake Settings

In Render Properties Tab:
In Bake Accordion change:

  • Bake Type: Normal
  • Selected to Active: Off
  • Margin Type: Extend

In Render Accordion I prefer to choose Time Limit, for example, 15 minutes. The more time you set, the better quality you will get. 5-15 minutes are OK to render a draft variant. Of course, it depends on your computer’s power, image resolution, mesh complexity, et cetera.

Bake

Start Baking

When you’re set, click Bake and wait till it’s done.

Viewing the result

In Shader Editor:

Remove Preview Node

Add a Normal Map Node

  • Add a Normal Map node

Connect Nodes

  • Connect output of it to Normal input of your surface, and your Image Node Color output to the Color input of the Normal Map node.

Surface Settings

  • We’re mostly done. Now adjust your material if you want to. I set somewhat grey-ish Base Color and Metallic to 1 for better viewing the result.

Cycles to Eevee Eevee result

  • Now we can choose Eevee render to see the result

Notice

Longer baking time and higher normal map resolution will give less artifacts.

Exporting Normal Map

Image Editor

In Image Editor, open your baked Normal Map.

Save As

And now you can choose ImageSave As… it for usage outside Blender.

Result

The result baked Normal Map