@musashidan So if I would bake a low poly mesh with the per vertex on. I would bake a World space, AO, Curv, Position, Thickness only correct? I think I just need a mentor lol. I've hit a road block.
Baking a normal map from 2 identical meshes (low+low) = 0 data in the map. The whole point of baking a normal map is to capture high fidelity details from a high poly mesh. You can, however, bake curvature (set to per vertex) and AO maps as they are geometry based. With these maps you can utilise masking generators.…