Baking High Poly Normals in Blender for Low Poly Objects in BeamNG
This video explains how I got the mountain from Google Earth into Meshroom, then from Meshroom to Blender.
Then... at 12:50 I explain the baking process.
I explain how to take the high detail from the almost 2 million poly mesh from Meshroom and bake them into a normal map for a low poly version of the same mountain to be used in BeamNG.
And I bake the diffuse map from the high poly mesh onto the low poly mesh.
Of course exporting it to BeamNG after baking is covered.
In the next video I explain enabling the Collision mesh and I explain how to implement a LOD system for those who want an even lower poly object for farther viewing distances to help with performance.
I forgot to go over the Collision mesh and LOD system. I made a 2nd much shorter video explaining that.
I should say there are far more baking options for those who want to plug in more materials into the PBR 1.5. I am have not yielded any results worth sharing at this point from my baking in those areas, roughness, ambient occlusion , glossiness ect. Need to look more into PBR and how to bake for them first.