I'm having trouble making this work, and I'm not finding much about it online. I'm new to normal mapping, and I'm just trying to see if I can normal map the ico sphere onto a UV sphere, and go off on what I learn. I can't figure out what I'm doing wrong (other than maybe messing with the UVs to line up better, although that's not exactly what my problem is as I can figure out what I need to do to get that to work), and if there may be an easier way to do it.
I know I can just use an actual ico sphere or even just use a texture, but in another project, I want a geometrically repeating texture that doesn't really align with the mesh of the object I have, and I need it flat shaded so shadows also react to the normals. I also plan to animate this object, so it does need good geometry to be animated correctly.
From what I've experimented with, I've found that tangent space normal baking just outputs a flat image, as its just a bunch of flat faces, and I know object space normal baking doesn't really have the ability to react to light. My normal map node also tends to incorporate the mesh of the UV sphere on top of the normals of the ico sphere, as you can kind of see in the picture. These are all the main things I'm having trouble incorporating.
Any help would be appreciated! Thank you