Lately I’ve been investigating a lot in the subject of maps baking and such for using the techniques in Luke’s Escape short film and also for an upcoming tutorial series.
Here is the situation:
I have high-poly mesh and a low-poly mesh. Even though most of the detail of the model is in the high-poly mesh, I still created some little details in a normal map that are not in the highpoly model.
Now the question:
If I want to bake my normal maps, is there a way in which I can bake the actual geometry normals mixed with the detail normals I created? I know this is not a big issue, there are plenty of techniques to mix two normal maps with other software, I just wanted to know if that is possible in Blender.
Because this goes even further: While mixing normal maps is easy, what I was trying was getting the details from a normal map to have their effect when baking an Ambient Occlusion map, as otherwise, only real geometry is calculated for the AO (or any other map).
This is possible to do in XNormal, defining the “Highpoly normals override file” in the low-poly mesh; then XNormal, when baking any map will use that normal map applied to the high-poly mesh. Anyone knows if this is possible in Blender? So far I couldn’t figure it out!