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So I know how to regularly set up ambient occlusion baking in Blender, and I have applied the normal map using Blender Render. However, whenever I try to then bake AO, it does not take the normal map into account, giving me the AO for just the model.

Is it possible to bake the AO, taking into account the normal map, so that all the details are baked into the AO map also?

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    $\begingroup$ I'd say you can't by just using low-res mesh (there's no geometry actually, just emulating it); however this should be resolved by baking AO from high-res to low-res into 1 texture, baking AO from low-res into another one and compositing them. This is one of methods discussed here. $\endgroup$ – Mr Zak Dec 18 '15 at 22:01
  • $\begingroup$ In order to bake AO, you need the high-res mesh. Maybe there's a way to convert the normal map to some kind of displacement map and then bake from that? Edit: Apparently CrazyBump can do that? crazybump.com $\endgroup$ – Greg Zaal Aug 4 '16 at 12:01
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you need to bake in AO from the geometry, not the normal map...you can bake out the original mesh or possible apply the normal map as a displacement to the current mesh...just add a multires modifier before the displacement and subdivide it a few times.

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