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File: poop.png (1.01 MB, 1024x1024)
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Are texture maps linked to texture resolution?
If I unwrapped a model onto a 4096 texture then decided to use a 8192 one, would I have to re-unwrap?
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>>525023
No. The UVW space is typically mapped so that a square texture is placed in the 0-1 range along the U and V coordinates (the X Y plane of the UVW space). You can place a bitmap of any dimension inside that space.
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>>525024
Thanks! This just made my little experiment a little less of a pain in my ass.

Also, is there a way to reverse bake normals (texture to model other than model to texture)?
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>>525026
There are various ways to extract heightmaps from normal maps but they're not very clean methods since the information you're trying to extract isn't fully present in your source.
It's not something you'd typically would end up doing either since you need a model to generate the normals in the first place and you can get your height map from there.

If you created a normalmap manually by painting it in photoshop or something it will make a even worse source since your guesstimation of angles wont translate into a clean topography.
But hand painted normals is also quite exotic stuff few will be familiar with in their workflows at all.
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>>525030
Here one example of normal to displacement map. google "normal map to height map" for additional methods and software.

https://www.youtube.com/watch?v=MTR7u_FMhFU



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