Yeah, you can bake tangent to world/object space with the method Neox mentions in Toolbag. You could bake a position map that way too, though it won't have the micro-details from the normal map.
You can convert a tangent space map to curvature in Knald. Probably Substance too.
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Just an assumption, never tried it...
In marmoset load your low poly into the highpoly slot, apply the tangentspace normalmap and bake a worldspace from that?
You can do a similar thing in substance designer - link a bitmap as a resource and then use that as the input in a worldspace normalmap baker
Yeah, you can bake tangent to world/object space with the method Neox mentions in Toolbag. You could bake a position map that way too, though it won't have the micro-details from the normal map.
You can convert a tangent space map to curvature in Knald. Probably Substance too.