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Texture and lighting

Baking

Bake from N photos projects every solved, enabled photo onto the head's UV layout at once, blending them by how directly each one faces a given part of the head. A few settings shape that blend, in the inspector's Texture bake section:

  • Resolution: 1024, 2048, or 4096 square.
  • Facing weight power: how strongly a frontal view is favored over a grazing one.
  • Eye source: average every photo's eyes together, or use one photo as the base for the iris and let the others only fill in what it can't see. Averaging is more forgiving but softens the iris, since gaze differs slightly shot to shot; picking one sharp, head-on photo keeps the iris crisp.
  • Mask to detected eye opening: restricts the eye bake to the actual eye opening detected in the base photo, with an inset to pull it clear of the lash line. This is what keeps an eyelid from getting painted onto the eyeball.
  • Eye cap and Expand: how much of the eyeball's forward-facing cap is allowed to take photo pixels, and how far the sampled area is bled outward to cover the rest.

Eye masking needs a detection to mask against

If masking is on and no enabled photo has a face detection cached, the bake stops with an error rather than guessing. Run detect on at least one photo first, or turn the option off.

Color adjustment

Brightness, contrast, temperature, and tint sliders sit above the bake preview, held separately for skin and eyes, since the eye texture is usually sampled from the darkest, most specular part of every photo and needs its own correction. Nothing here touches the saved texture until you click Apply to texture, which flattens the adjustment into the file and resets the sliders back to neutral, so the same grade can never be applied twice.

Save a set of values as a named preset to reuse on the next double shot under the same lights. Presets aren't scoped to one project or one double; they're app-wide.

Diagnosing coverage

The Coverage view colors every texel by how much photo evidence reached it: blue for nothing, red through white for increasing agreement across photos. It's the fast way to spot a gray patch before you notice it on the model.

Fill holes bleeds surrounding texture into anything still sitting at a chosen fill color. It works on Kitly's own bake and on a texture that's been round-tripped through an external paint or AI tool, which is why the fill color it targets is editable rather than fixed.

Using your own texture

Each of the skin and eye maps has a source toggle between Kitly's latest bake and a custom image you upload. Swap in a texture painted or generated outside Kitly without losing the bake underneath it; switching the toggle back returns to the bake.

Eyes

Choose CG eyeballs for procedural spheres with adjustable iris and sclera color, or From baked texture to use the photographed eyes directly. Either way, each eye has its own offset and scale nudge, which is the fix if an eyelid is showing up baked onto the eyeball: pulling the eyeball back or shrinking it slightly moves its silhouette clear of the real lid.

Surface

Skin and eye roughness sliders control how glossy the bake reads under light. Photographed skin already carries its own highlights, so pushing roughness low tends to double them up.

Lighting

Import an HDRI (.hdr, .exr, or a regular equirectangular image) to light the preview and export with something closer to a real environment than the default room. Intensity, rotation, and a tint color adjust it without reshooting; Show HDRI as background puts it behind the head in the viewport instead of Kitly's own backdrop.