To clarify, in the blend file i posted in the first post I have three cubes in a scene:
-in the 1st layer I have a cube that serves as the high resolution model. I just subdivided a cube a couple of times, then sculpted letters on each side (the name of the sides)
-in the 2nd layer I have a cube that serves as the lowres resolution model. It’s just a copy of the same cube in the 1st layer, except before subdividing and sculpting it. I baked the normals from the highres to lowres cube and applied the texture as normal map. maybe I baked it wrong or missed a step.
-in the 2nd layer I have a cube that serves as the lowres resolution model with earlier created normal map via material nodes. this was just an experiment and I really don’t know what I’m doing, so please help with set up the material nodes so it acts like a normal map.
For me priority no. 1 is the first question: how to make the low-res look EXACTLY like the highres. the lowres is flatter than highres, so is it a threshold (how deep or depth) that I have to take in account, the W in UVW texture or blue channel in RGB. maybe I didn’t bake it correctly?
@mziskandar: What’s a “Blebug”? I also don’t understand your second sentence.