It doesn't matter what the UV Layout is of the low-poly....If you have 1 model with 2 different UV layouts, the normal map will bake to them the same regardless. As long as the uv's are laid out properly.
1. Put the normal map texture into the color channel 2. ???????????? 3. Profit? ...oh wait, that won't work I am an ass, I forgot how dependent tangent space normal maps were on UV orientation. The only way I could imagine doing this is by converting the tangent space normal map to object space before transferring it to…
Use xNormal. 1. Set the lowpoly you're baking the existing normal map from as a high definition mesh, then right-click in the next column over and add a "base texture to bake." Select your normal map texture as the bake texture, and click OK. Ensure that "Base Texture is a tangent-space normal map" column is checked. 2.…