Taking a look at baking with Tex Tools in Blender. Visit my website for links to my assets, addons, the discord, and other useful resources. www.pzthree.com/
(iirr if you feed a bevel shader node on your "highpoly" mesh the final normal texture should be baked'n'mixed along with all other mesh(es) infos straight away)
(notice: the flotaing decals from DecalMachine can only be baked by the dedicated DecalMachine's panel, so normal texture baked from those decals must be slapped into your "main" normal texture by using Krita or the nodegroup from here czcams.com/video/Eb-W0Qx4ukQ/video.html )
I mix in designer. I don't bake decals personally, unless I had to convert a mesh to mobile quality. High Poly, Floaters, and Booleans work better. The bevel shader just bevels everything. Which is nice but a well made high poly won't really need it.
U are underrated
Can tex tools bake from hi res to low res?
A bit late, but yes. Just suffix your objects with _hp and _lp and select them both before baking
Pretty hacky and not really sensible to use, but interesting nonetheless!
You should give a try to EZ Baker czcams.com/video/fSHYr0jf82Y/video.html , iirr it should let you bake "floater" meshes using cage.
(iirr if you feed a bevel shader node on your "highpoly" mesh the final normal texture should be baked'n'mixed along with all other mesh(es) infos straight away)
(notice: the flotaing decals from DecalMachine can only be baked by the dedicated DecalMachine's panel, so normal texture baked from those decals must be slapped into your "main" normal texture by using Krita or the nodegroup from here czcams.com/video/Eb-W0Qx4ukQ/video.html )
I mix in designer. I don't bake decals personally, unless I had to convert a mesh to mobile quality. High Poly, Floaters, and Booleans work better. The bevel shader just bevels everything. Which is nice but a well made high poly won't really need it.