Free early-access alpha for Windows: bake texture maps that match your engine, build node-based materials, render with ray tracing, animate turntables and shots, and arrange the results into presentation sheets.

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Skarn is built and maintained by one developer, and the core tool already works: baking, materials, ray-traced rendering, animation and the Composer are all functional in the current build. Early Access lets me get it into the hands of real 3D artists with real sculpts, assets and engine pipelines that I can't test on my own. Their feedback and bug reports will show me which bake cases, engine setups and workflow details need attention first, and what the next modules should focus on.”

Approximately how long will this software be in Early Access?

“Approximately 6 to 12 months. This is an estimate: the exact length depends on the feedback I receive and on how quickly the main workflows (especially baking against different engines and asset pipelines) become stable. If the plan changes, I'll update the community through Steam announcements.”

How is the full version planned to differ from the Early Access version?

“The full version will be a stable, feature-complete release of the current tool. During Early Access I plan to fix bugs, polish the interface and workflows, and extend compatibility with more meshes and engine setups, based on community feedback.

The core of Skarn (baking, materials, rendering, animation and the Composer) is already included and will stay free. Optional paid modules are planned to add new tabs, such as UV editing and node-based texture authoring. Every module can be opened and used in full, and buying it unlocks exporting its work for use in other tools. Some modules may arrive during Early Access, others with or after the full release.

The plans may change based on feedback.”

What is the current state of the Early Access version?

“Skarn is a working alpha. Baking (with engine-matched normal maps, automatic cage and skew estimation), node-based materials, real-time and ray-traced rendering, animation and the Composer are all functional and usable today. Expect rough edges and occasional bugs, and workflows or file formats may still change. Windows only; a DirectX Raytracing GPU is required.”

Will this software be priced differently during and after Early Access?

“No. Skarn is free during Early Access and will remain free afterward. Optional paid modules may be added over time, but the free tool itself will not become paid.”

How are you planning on involving the Community in your development process?

“Community feedback is a central part of Skarn's development. I'll read the Steam discussion forums and reviews, and you can also reach me directly through the contact form on my website. Bug reports, feature requests and sample files that break a bake are all welcome. I'll use that input to decide what to fix, improve and build next, and I'll keep everyone informed about progress through regular Steam announcements.”
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Planned Release Date: November 2026

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About This Software

Early Access: Alpha

Skarn is in active development and is released as an early access alpha. Everything described below works in the current build, but expect rough edges, and file formats and workflows may still change as the tool grows. Feedback and bug reports are welcome and directly shape what gets built next.

Bake. Shade. Render. Present.

Skarn is a free Windows application for 3D artists. Bake texture maps from a high-poly sculpt onto a game-ready mesh, build materials, render in a real-time or ray-traced viewport, animate turntables and shots, and lay out your finished renders as presentation sheets. It all happens in one place.

Bakes that match your engine

A normal map only looks right if it's baked the way your engine reads it. Skarn bakes with the tangent space of your target (Unreal Engine 5, Unity URP/HDRP, Godot, Blender, Substance Painter or 3ds Max) and can reproduce Unreal's own vertex normals and triangulation. That avoids the shading errors caused by a mismatch between bake and engine.

  • Bake several high/low pairs in one job, each with its own cage
  • Automatic cage with one-click offset estimation, plus a brush for local adjustments
  • Skew painting, with automatic skew estimation, to clean up projection on bevels and rounded edges
  • Estimate Cage & Skew: one button fits both together
  • Normals, height, curvature, ambient occlusion, thickness, ID and mask maps, and texture transfer (albedo, roughness, metalness and more)
  • Output up to 8192 x 8192 as PNG, TGA or 32-bit EXR
  • Multi-million polygon sculpts import in about a second

Materials

Every material is a node graph, with a simple Light view for when you only need a few sliders. The node library covers procedural textures, curves, gradients, edge wear, scratches, cracks and more, and you can build reusable material functions. Shading supports metal/roughness and spec/gloss, clear coat, sheen, glass with refraction and dispersion, subsurface scattering and transparency.

Real-time and ray-traced rendering

Switch between a real-time viewport and a DirectX Raytracing path tracer with one checkbox. The path tracer has global illumination, reflections, true refraction and caustics, with denoising. Lights include directional, point, spot (with gels), HDRI sky, emissive meshes and lasers. You also get volumetric fog, a shadow catcher, transparent-background renders, physical cameras with depth of field, and post effects with saved looks.

Animation and Composer

Keyframe objects, cameras, lights, material parameters and modifiers. Use the dope sheet and curve editor, takes and layers, and one-click helpers like turntables and camera orbits. Cut shots together on the Story track and render image sequences or MP4 video with sound.

The Composer arranges your renders into presentation sheets with per-tile adjustments, text, labels and logos, and side-by-side comparison.

Built for a real pipeline

  • Import OBJ, FBX, glTF/GLB, Collada, STL and PLY, including ZBrush polypaint
  • Non-destructive modifiers: Subdivide, Displace, Auto UV, Bend + Noise
  • Live reload when files change on disk
  • Everything in a single project file, with autosave and backups
  • Batch rendering and a command line for automation
  • Interface and built-in Handbook in English, German, French, Polish, Russian and Simplified Chinese

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit, version 2004
    • Processor: 64-bit, 4 cores
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce RTX 2060, AMD Radeon RX 6600, Intel Arc A380
    • DirectX: Version 12
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Processor: 64-bit, 8 cores
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 3070 / AMD Radeon RX 6800 / Intel Arc A770
    • DirectX: Version 12
    • Storage: 500 MB available space
    • Additional Notes: Memory - 32 GB for very large sculpts