I've had this question in my head for a little while now and I haven't quite worked it out or found a way around it... but I've watched all these tutorials about baking maps to use with substance painter and I'm wondering how flexible SP/SD is when you use maps from xNormal...
So my problem is that I've baked maps such as Curvature/AO/Normals/objID from xNormals... now when I bring them into SP I'm wondering how I go about baking out a world space normal and a position map? Am I able to generate one with the low poly mesh and my normal map from xNormal or is it necessary to completely rebake using a high poly and cage file etc in SP as well? I haven't found an option to do anything like that either (my apologies if I've misunderstood how SP/SD reuses it's own maps to bake additional maps)
I'm wondering because I've been following tutorials from Mike Pavlovich and all his maps look like they've been baked in SP without the use of xNormal... so when I follow along with him using my maps from xNormal I tend to come across issues using my AO or my Curvature map when using them to define areas for dirt etc when using Generators... however when I use test bakes from SP I get a lot more control through them...
My curvature map from xNormal also seems to be darker than the ones generated in SP?
Left is xNormal Bake and right is SP Test Bake (without all the details from my HP)
I guess I'm just trying to understand how I should go about approaching SP project wise... because another problem I haven't tackled is understanding how SP actually bakes and handles my meshes... I tend to explode bake all my multiple geometry meshes so I don't get pieces that intersect with each other for a clean normal map bake and I don't know how I'd go about that in SP... do I follow the same pipeline? or is there like an object ID feature where you can tell one piece of low poly geometry to read a multiple of high poly geometry like how 3dsmax has with material IDs?
Sorry if that's a billion questions in the promised one question.