Looking for a way to create details fabric texture(Normal Map) This is a really amateurish question but I'm completely lost at the movement. I trying to create a cloth  with a wooly vest. However, no matter how I tried I cant seem to get the result I wanted. I've manage to sculpt and bake the fold to normal,  However, I fail to create the &quot;wool texture/feeling&quot;. which lead to this post
How does artist usually create pattern and details such as leather, wool, etc on to the cloth other model?

I've try directly sculpting on high poly model (through stencil) however the details is not consistent.

I've tried merging two normal map together(the one I've bake which include the fold and a wool normal map from the internet), it  a didn't go so well as I've found it is best to bake your own normal then using other. The wool map does &quot;join&quot;  correctly as shown on the image


texture painting heavily rely on the artist skill (which embarrassingly, I'm not at the level on the model) and it is not suitable for the style I'm trying to pursuit. I would like the final to be something like this where at a glance a person could the pattern,texture and the details of the fabric.



Hence, I'm completely lost. Clearly there is way to do it as many have able to create. I just cant seem to figure it out.
The link to my blender file
it contain the mesh,3 normal maps and a node setup for merging N1 and N2 , the following are the name of the maps.
N1: the one with fold only(I acquire through baking from high to low poly) it
is intended to mix with N2.
N2: The normal I found on the internet , intended to mix with N1. If directly use
on mesh, it will not &quot;join&quot; together properly refer to the image above.
N3: I directly sculpt the &quot;wool texture&quot; on to the high poly and bake it to the
low poly, as you can see the details is not very consistent
For this kind of object you will necessarily have seams somewhere but you could delete the one on the top and it will unwrap correctly. You could also model a seam at the top so that it matches the UV seam.
As for the material, you could use a real picture of wool, but if you want to stay procedural, you can improve what you've done so far with some tweakings:

For the moment your wool looks a bit plastic, it is not supposed to be so glossy, so increase the Roughness and decrease the Specular values.
To make its tint more realistic and less monochromatic, Plug a Noise Texture node (with a high Scale value) into a ColorRamp with 2 or more colors.



About your question on mixing 2 normal maps, you can do it through a MixRGB, then plug the MixRGB into a Converter &gt; Vector Math &gt; Normalize:

I've watched this method that recommends to separate and recombine the RGB channels but I can't see any difference with my method as soon as I put a Converter &gt; Vector Math &gt; Normalize node as well, maybe node experts will tell...