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I need to bake a map in order to separate different colors and materials on the low poly model. enter image description here

The padding part is easy because it is a separate object. But the scratches are sculpted and I don't know of anyway to create a uv map of those details(alone from the rest of the object). Is there a way for me to do this without painstakingly painting every small detail manually?

EDIT FOR CLARITY

I need to generate a map from sculpted detail (from the Highpoly) in order to have different material proprieties on the same object (the lowpoly). enter image description here

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  • $\begingroup$ I think what you want to do is bake a normal map, then apply it to a low-poly model. Decimate modifier may help with that step. Look up "Blender bake normals" on YouTube, and you should find what you need. $\endgroup$ – Doyousketch2 Dec 14 '17 at 9:56
  • $\begingroup$ No, I need a grey-scale map to differentiate the scratches and scrapes from the rest of the surface of the same object. $\endgroup$ – General Shrooms Dec 14 '17 at 19:57
  • $\begingroup$ "Normal maps can be referred to as a newer, better type of bump map." pluralsight.com/blog/film-games/… $\endgroup$ – Doyousketch2 Dec 15 '17 at 1:31
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    $\begingroup$ I don't need a normal map. I don't know how else I can explain this. $\endgroup$ – General Shrooms Dec 15 '17 at 6:06
  • $\begingroup$ Bake a normal map. Open it in Gimp, discard the red and green channels. Convert the blue channel to greyscale, because that's the channel that contains the Z-axis. en.wikipedia.org/wiki/Normal_mapping $\endgroup$ – Doyousketch2 Dec 15 '17 at 6:51
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I dare to post this answer, because the following tool is free and in my opinion everyone should know this great piece of software. Please forgive me! :-)

After some testing the best working solution I found so far can be archived by creating a heightmap in XNormals. Therefore I hope that you are on a windows system, because XNormals is a pure windows tool.

  1. Export your highpoly and your lowpoly and a cage as seperate Fbx scenes.

Sources

  1. Import them to XNormal (just drag the highpoly and the lowpoly into the list).

Highpoly and Lowpoly

for the cage, a checkbox in the lowpoly object has to be enabled and you have to select it by clicking with RMB in the sceen and select "Browse external cage file"

cage file

  1. In the baking option select your texture size you want to export, your export location, and check heightmap as renderer.

Baking options

  1. To render, press the Generate Maps button and after some calculating something like this should appear:

Heightmap

After adjusting your heightmap, close the window and it will export it to your predefined export location.

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  • $\begingroup$ This is the type of thing I've been looking for. However, in my bake, the topology is clearly visible and it's drowning out the detail. In blender I could just set the shading to smooth but I'm not sure how to fix this with xNormals. i.imgur.com/tEvf5UN.png $\endgroup$ – General Shrooms Dec 16 '17 at 0:27
  • $\begingroup$ Hm that’s bad. Maybe you can try to give your lowpoly only for the baking process a subdivision surface modifier. $\endgroup$ – monatsend Dec 16 '17 at 7:26

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