Not sure if I could do what you're suggesting, @@minilogoguy18. I've been sculpting my mesh to get an ambient occlusion bake onto my model. I previously was sculpting all my detail relative depth to each other, so like, a small scratch on armour would be a small indentation, and a big sword cut would be a deep cut etc. Doing this only made the deep cuts visible in the AO bake (Even then, in some places it was a bit tricky to see). So I've had to go and make everything deep cut to be able to see it. So if I'd need to get a normal map ready, I'd probably need to redo a bit of the sculpting and make the scratches more like scratches etc. Looking at the sculpt now, it looks a little silly having very little variation in depth, but it works out in the AO bake, so it'll look great in-game, so I've had to do it this way. I feel like showing a bit of him. This is his mask: Sculpt: - http://i.imgur.com/ktDxiRR.png AO bake render on lowpoly: - http://i.imgur.com/i8liHpz.png ooeJack