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I've made this mesh that i want to use as a texture for sculpting, how should I do this?enter image description here would creating a normal map of it work?

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You may render the AO of your sculpt and use it as an alpha texture for sculpting. Though I don't think it's a perfect method it gives a decent result. enter image description here

I've quickly sculped some rocks to show you an example. enter image description here

First remove all the lamps from your scene. Then add a material to your sculpt and set its specularity to 0.000 enter image description here

Select your camera and set its type to Ortographic. Set the Ortographic Scale to fit the sculpt borders as you want. enter image description here

Go to World header, set the Horizon Color to black. Check the Ambient Occlusion checkbox (Add, Factor 1.000). In Gather panel choose the Raytrace and set the Samples to desired amount (the more samples, the more detailed alpha texture for sculpting'll be). Render, then save rendered image. enter image description here

Now load your rendered image as an alpha texture in the Texture panel of the Sculpt Mode. enter image description here

I used the Stencil mapping type with a harsh curve type to sculpt, but you may experiment with it. enter image description here

NOTE: You may try to bake the AO (from the sculpt to a flat plane [selected to active]), save the result and then use it as the alpha mask for sculpting. I haven't tried this method though.

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  • $\begingroup$ Thanks, this may be somewhat unrelated, but how did you make the high poly plane to sculpt on (subdividing a square turns it into a circle for me)? $\endgroup$
    – Otto
    Sep 25, 2016 at 12:22
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    $\begingroup$ I just subdivided the plane in Edit Mode many times to create a dense geometry and added a Subsurf Modifier with 3 subdivisions. $\endgroup$
    – Paul Gonet
    Sep 25, 2016 at 15:20

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