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- Make vertex normals
- Unify texel density & pack UVs (use texel toolkit)
- Duplicate mesh - rename LP - Triangulate mesh
- add morph map - Push Morph to engulf your mesh
- Add LP material
- Add Image to LP mat and change effect to ‘Normal’
- Duplicate mesh - rename to HP
- Delete UV & cage on HP
- Add materials with smooth edge shader (materials can have different amounts of edge smoothness)
- Show both meshes - right click LP - bake normal map with cage
- Change LUT and Output Colorspace to Linear