After finally figuring out how to create a baked distressed metal map, I realized I needed to use a glossy, roughness, and normal image to get my baked result to actually look the same as my distressed metal procedural texture.
The issue I’m having is that when I import it into Unity, having multiple images to create this metal look gets really complicating. I’d rather just have one normal that looks like this to simplify things.
Right now I have my baked glossy image map connected to the bsdf glossy, roughness image map connected to roughness on the bsdf, and normal image map connected to the normal node, then to the normal input of the principled bsdf.
Is it possible within blender to make one normal map with these three images so after it’s finished baking, I’d only need to connect that one normal map to the principled bsdf to get the same visual result for distressed metal? If I didn’t explain correctly, I can upload my node setup when I have access to my computer later. Thanks in advance.