Or you can do it with nodes. Note that the first 2 lines are unpacking the normal maps from 0-1 space to their proper range for this procedure, so you'll want to translate that for use with your existing assets. So your base normal will need its blue channel doubled. so multiply it with a vector 3 set to (1,1,2) The detail…
Hi mAlkAv!An, I acctually did the same multiply to both the base norm and the detail norm. The detail norm is the up most node, and the base norm is 2 nodes lower than the other one. I should have said it earlier. I checked with the base norm alone, and with my setup and it looks like it's not destroying the base norm at…
Those node thumbnails might be misleading, but judging from the screens you did multiply the base normal map by [0,0,1], not the detail texture. Should be the other way around to prevent major flattening. However, multiplying blue channels is also working well.