Easy Bake And Batch Baking brings texture baking into Blender's N-Panel. Instead of stepping through Cycles image creation and per-map configuration, you select your models, check the maps you want, and bake. Textures are baked, saved, and applied to the material in one workflow. Over 30 bake map types are organized into categories — Surface, Lighting, IDs & Masks, and Material — all accessible through a Configure Maps popup.
Baking runs on GPU Compute or CPU chosen directly from the panel, with auto-detection for CUDA, OptiX, HIP, Metal, and OneAPI, and an adjustable sample count from 1 to 4096. A non-blocking modal keeps Blender responsive during baking, with live header progress showing percentage and the current map name, a time-remaining estimate, and ESC to cancel.
A built-in UV Check system covers out-of-bounds, zero-area, stretch, and overlap detection with a one-click Fix Overlap, plus island count and a quality score. The Batch Baking system points to a root folder of subfolders containing LP/HP models, auto-imports them, creates UVs if missing, and saves textures per folder, supporting FBX, OBJ, GLB, GLTF, and BLEND.