How can I set this up? Do I do this by using 2 UV channels? Typically yes, you need to align the UVs with the wood grain. If you could try to create a UV channel that works for both the tiling and the baked normal map, but depending on the asset, that can get really tricky. And UVs don't take up much memory, you're better…
How it specifically works depends on the engine. But tiling textures on top of other textures are often referred to as detail textures, detail normals, etc. Here's a guide on how to approach them with UE4 https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/HowTo/DetailTexturing/ (The approach may change a…
Be aware that normal maps are affected by tangents stored in the uv channels - ue4 only knows about tangents in the first channel. To get around it. . You can generate them for other channels in a shader (probably not cheap) Or You can ensure that you don't rotate/flip/non-uniform scale the uvs in uv2 compared to uv1
Hmm, maybe my question wasn't clear or I'm not understanding correctly. I just have a bigger furniture wooden prop that I baked down some normal information from a high poly version just to get some nice rounded edges as well as some other small details on the handles. I want to use a 2k normal map on the mesh, but…