
TexCraft
Supercharge Blender with a smarter workflow for texture
4 followers
Supercharge Blender with a smarter workflow for texture
4 followers
TexCraft revolutionizes Blender workflow for textures- automating UDIM detection, texture packing & UV unwrapping. 142+ bake types, smart texture conversion, dynamic file paths with automatic naming, and Unity importer. One-click production-ready exports





Hello, my name is Rayn Haque. I am a 17-year-old indie game developer who just started learning Unity and Blender.
I began coding when I was 14, during the pandemic. Python was my first language, and afterward, I learned full-stack web development with Next.js and Prisma. I mastered Next.js purely by reading its documentation within about a month.
As I grew older, I decided to specialize in one field and chose game development with Blender and Unity. One major issue I faced when using Blender was that its shader system isn’t compatible with Unity’s. To transfer materials from Blender to Unity, I had to bake them—but Blender’s baking system has limitations. For example, it doesn’t support many bake types, such as metallic maps, subsurface scattering, or IOR. Additionally, to bake a texture properly, you have to mute the metallic map; otherwise, the baked texture turns out too dark. The process becomes even more complicated when dealing with multiple material slots or baking multiple objects into a single texture.
I considered using a third-party tool to simplify the process, but the free options didn’t meet my requirements, and I couldn’t afford the paid ones. So, I decided to create my own Blender extension—despite having less than a year of experience with Blender at the time.
Making the extension was especially challenging because Blender 4.0 deprecated add-ons in favor of extensions and removed many API features. There were hardly any YouTube tutorials on extensions—most covered only add-ons—so I had to rely on the Blender Discord community, StackOverflow, Blender forums, and the official API documentation. Despite the difficulties, I managed to complete the extension in six months.
The first version supported only metallic maps, roughness maps, normal maps, and base colors. Later, I added texture packing since I needed these textures for games. Unity doesn’t support roughness maps directly, so I included a feature to invert textures. I also added automatic UDIM tiling based on UV coordinates, even though I didn’t personally use UDIMs. Eventually, I expanded the extension to include 142 bake types, far more than the 8 I originally needed, simply because I enjoyed developing it.
Realizing I didn’t need most of the features myself, I decided to sell the extension to artists. And that’s how TexCraft was born.
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