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How to Remesh and Bake Decals in Autodesk 3ds Max

November 06, 2025

General Information

This guide is part of the RapidPipeline 3D Plugin Actions Knowledge Base. It shows how to Remesh and Bake Decals on Autodesk 3ds Max; if you'd like to know more about it, please check out the following links:

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Tutorials & Videos

  • Use the 3ds Max Plugin
  • Select a part
  • Run "Remesh and Bake Decals" Action
  • Examine the results

This tutorial shows how use the RapidPipeline Processor Plugin in 3ds Max to simplify a model by generating a simple, clean mesh and bake details such as graphic images and logos into textures using the Remesh and Bake Decals Action. This optimization method is optimal for assets like apparel with seams or prints. For more information see the 3ds Max Plugin Documentation.

Screenshot of the input model
The t-shirt input model.
Screenshot of the input model
The t-shirt after the optimization, remeshed and baked.

Here is a preview of the processing´s output: the input t-shirt (top) has 32 nodes and 700k faces, and the output (bottom), 1 node and 8k faces.

The fabric, trims, seams and prints have been remeshed into a single mesh, and the details have been baked into texture maps.

Remesh and Bake Decals Action

  1. First step is to make sure the RapidPipeline Processor Plugin for 3ds Max is installed and ready to use.
  2. Open the Plugin via the Menu Bar, clicking on RapidPipeline and Load Plugin.
  3. Select the model you want to optimize (if no selection is made, the whole scene will be processed).
  4. Inside the Plugin window, choose the Action Remesh and Bake Decals.
  5. Press the Run button.
Screenshot of the input model
Location of the UI in the Menu Bar.
Screenshot of the input model
The Remesh and Bake Decals Action opened in the Plugin.

Examine the Results

To see the results with proper shading and the effect of the texture baking, enable “High Quality” from the Viewport Shading drop-down menu.

Screenshot of the input model
"High Quality” option in the Viewport Shading drop-down menu.
Screenshot of the input model
Input without Arnold ActiveShade (wrong).
Screenshot of the input model
Output without Arnold ActiveShade (correct).

To see the difference in the node hierarchy between input and output, open the Scene Explorer, available under Tools in the Menu Bar.

Screenshot of the input model
"Scene Explorer” in the Menu Bar.
Screenshot of the input model
Node hierarchy of Output (“RPDProcessed02”) and Input (“RPDProcessed01”).

Finally, to fully check the topology optimization by enabling “Edged Faces” from the Viewport Shading drop-down menu, so you can see a wireframe view of your models.

Screenshot of the input model
The Input with enabled “Edged Faces”.
Screenshot of the input model
The Output with enabled “Edged Faces”.

Next Steps

Learn how to optimize assets with the Decimate and Bake Action!

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If you have any questions, feel free to chat with our human team.

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3D Knowledge Team

3D Technical Artists

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