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(dont forget to use 16 or 32 bit, not 8 bit heightmaps)
Baking out heightmaps is ok but I keep having to manually adjust the range and it's a bit of a pain in the long run.
The only solution I've found that's viable at this point is to paint my normals onto the base color channel and then export that out and bring it back in as a normal map. This is "OK" but it's not as intuitive and edits to the collage later require those same production steps.
I think the brush tool also needs a blending mode option like in Photoshop, not just for layers.
You could use decimate to reduce the tri count on the smaller ones that need less detail.
Once assembled you could join them all together as one object, re-top this, then bake in SP.
It would be more work but the end result would also be far better...
Much easier to adjust the layout of the skulls this way too :)
Going with a height map was a good option, but there is another solution that was provided by Allegorithmic on their forums.
"Hey, here is a 2017.2 hack (maybe someone will come with a cleaner solution :) )
In the textureSet settings, create a user0 channel and set it to RGB16F.
create a new layers and paint your normal map info on the user 0 channel (deactivate the other ones).
create an anchor point from this layer.
Create a fill layer, and leave only the normal channel activated.
for the normal channel choose the anchor point you have created and set it to user0
it worked for me ;)"
- Vincent Gault