The 3D Handbook
Key term

Floaters

Separate pieces of detail geometry, such as screws, vents or panels, that hover just above a high-poly surface instead of being welded into it; the bake records them anyway.

bakinghigh-polyhard-surfacenormal-map

A floater is a piece of detail geometry on a high poly that is not connected to the surface beneath it. A screw head, vent or small panel simply hovers just above the main mesh. When you bake, the detail still ends up in the normal map, because the baker records whatever high-poly surface it finds above the low poly. The technique has been in use for a long time: a 2006 Polycount thread is already titled "Baking Normal maps in maya using floating geometry" (Polycount forum: Baking Normal maps in maya using floating…).

A detailed slab with grooves and bolts, a plain box, and the plain box showing the baked details.
Left: the high poly, 2,076 triangles, with bevelled edges, two grooves and eight bolts modelled as separate pieces sitting on the surface. Middle: the low poly, a 12-triangle box. Right: the same box with a normal map baked from the high poly (Cycles, tangent space, 1024 px). The grooves, bevels and bolts appear in the shading, but the silhouette stays a plain box.Rendered in Blender 5.2 (Cycles) by the handbook author

#How floaters are baked

In a typical bake, rays travel from the bake cage toward the low poly, and the baker records the high-poly surface each ray meets (see baking). A floating screw head sits in the path of those rays, so its normals are captured. It makes no difference to the baker whether the screw is welded on.

This saves a lot of modeling. Cutting a detailed vent into a curved, subdivided surface means rerouting support loops and reworking the topology. A floater is modeled once, on its own, then placed and duplicated. You can move it until the moment you bake.

Side view of a bake setup: a dashed cage line at the top, a high-poly plate below, and an orange screw head hovering just above the plate with a small gap. Rays from the cage hit the screw before the plate. Below, the normal map shows a disc, and an edge-on view of the game mesh shows a flat silhouette.
The screw is never attached to the plate, but the bake captures it. It still exists only in the texture, so the silhouette stays flat.Diagram by the handbook author

#Example

#Limits

baking · bake cage · the high-to-low workflow · normal map · fixing baking artefacts · mesh decals (the mid-poly equivalent: floating geometry in the game mesh, as used for Star Citizen's "floating decals for livery and numbering" (Polycount forum: Star Citizen...The Gladiator...ART DUMP)).

#Further reading

References

  1. Phobos and others · Baking Normal maps in maya using floating geometry · Polycount forum, 2006 · forum · accessed 2026-10-21
  2. Devickpi23, poopipe, ThisisVictoriaZ · I need some advice · Polycount forum, 2023 · forum · accessed 2026-10-21
  3. Geosmith and others · No More Distortions With Floaters - Flattened Floaters (3DS Max) · Polycount forum, 2017 · forum · accessed 2026-10-21
  4. Glacierfox, EarthQuake · Is there a specific way i should be baking floaters in Marmoset? · Polycount forum, 2020 · forum · accessed 2026-10-21
  5. Trevelyan and others · Star Citizen...The Gladiator...ART DUMP · Polycount forum · forum · accessed 2026-10-21

Last updated 2026-10-22