I have what may be a dumb idea. I have played a little bit with turning textures into alphas and “stamping” that alpha onto a flat mesh to get sort of a bas relief look. The final product winds up with a bit of a spiky look if the brush intensity is set to high, but I’ve been happy enough with the results.
My possibly dumb/great idea is that I’m curious as to whether or not i can transfer a UV map’s light and dark values to the mesh, just like I’m doing with the texture-to-alpha method, except this would be wrapped around the entire mesh’s surface instead of on a flat plane. Is this possible? Say for example I downloaded an rock OBJ with a UV map. It is a low resolution model that I import a UV map onto. Would I be able to divide the mesh to a higher resolution capable of capturing more detail, import the accompanying UV, then somehow bake detail from the light and dark of the UV into the high res mesh to to get a 360 degree physical impression?
Again, it might be a really dumb idea, or it might be something that there is actually a really easy answer to. I have no idea