To bake a normal map from a high resolution mesh; in Scene Properties  click the Render Engine drop-down menu and set Cycles  as the active engine (Scene Properties » Render Engine » Cycles); in the Bake  subsection now available (click heading to access options if not visible) click the Bake type drop-down …
Also question is, do you bake normals?
Rule of thumb: if your high-poly looks good, it means that its normals are good and should be fine enough for baking. Our baking program will take the low-poly and cast rays following its normal directions (this is why we need to control the low-poly normals).
Accordingly, how do you bake high poly to low-poly Blender?
How do you bake in a Blender 2021?
To use a Normal Map in Blender’s node editor, do the following:
- create a texture node and open the map.
- on this node, switch the Colour Space to Non-Colour.
- connect the Colour output to the input of a Normal Map node.
- connect the normal output to the Bump input of your shader node.
Baking to texture is the process of approximating complex surface effects as simple 2D bitmaps and then assigning them to objects. By creating a library of ‘baked’ texture maps, 3D visual effects on objects can be rendered in real time without having to recalculate elements such as materials, lighting, and shadows.
Baking is the process of saving information from a 3D mesh, to a texture file (bitmap). Most of the time, this process involves two meshes, a high poly mesh and a low poly mesh: A high poly mesh has many polygons (often millions) which means it can display high-resolution 3D detail.
Baking could mean that you calculate specified data, and save it to a texture, which then you use in your material. The purpose of baking is to save in render times, because Blender recalculates all shadows, lighting and what not, every single frame, which results in a lot of time wasted time for long animations.
A bump map can be thought of as an older normal map. Bump maps were used before normal maps became a thing. Bump maps are less advanced than normal maps because they can only show the height values of a texture, whereas normal maps can show angle as well—which allows them to show detail more realistically.
xNormal is an application to bake normal/displacement/vector displacement/cavity/relief/cone/ambient occlusion/projected base texture maps from a very high polygonal mesh into a lowpoly one.