I’m trying this but run into strange lighting issues once I’ve blended two normals. I’ve unchecked ‘tangent space normal’, converted UV0 to world space, and used DeriveTangentBasis on UV2 before blending. The lighting looks correct when viewing either UV on its own but, once blended, it appears as if lighting is coming from below.
In the below image, UV0 is a simple leather nrm, UV2 is a (terrible) stitching nrm, and this is the default preview cube from the material editor (not some mesh of my own).
Am I doing things in the wrong order or missing a step?