Normal Map Cycles Baking Help I baked a normal map in cycles with a method I found on youtube where you select the high poly (sculpted) version > then the low poly (non-sculpted) version > then bake with selected to active checked.

This gave me a nice normal map where all my sculpting showed up nicely on my low poly version. HOWEVER, it completed ignored my painted texture on my low poly object. I painted some wood tiles and figured when I baked it would recognize it and add some bump map action however it did not. How would I go about baking my sculpting from my high poly to my low poly version AND my low poly painted texture all onto one normal map image?

I’m creating this object for Unity so I kind of need it to all be on one normal map, thanks for the help.

This is my current node setup.
Plug your texture image into the displacement shocket on the material output node. You can add a (converter>>math>>multiply) node between them to adjust the strenght.

Edit.
Excuse me. I forgot that the "selected to active" means the active doesn't count, just the selected. So what you can do, duplicate the lowpoly object, than select all three model. This method gives much better result with Blender render.