Hey, so I've finally figured out how they are made baking geometry into a plane thanks to polygon academy's video on YouTube.
However the only thing I'm experimenting with and a bit confused by, is do you just bake a high poly mesh as a floater onto a flat plane. Or do you actually lay out the low poly in the uv editor then do a high over the top and bake that.
Reason I asked this is because when texturing in substance it's easier to assign colour ids onto actual geo. I think I may be missing something but couldn't figure out how I can assign colour ids to a bake as obviously the low poly being a single polygon I can't assign I'd s to it.
I've seen it done both ways but was just a bit confused.
Cheers
Sorry if it's a bit jumbled this phone is shite for typing on
Replies
Yes bake trim sheet on plane, and then unwrap low poly meshes to that texture.
In Maya
In substance with the colour id
I dont think cage distance matter (I put it far away it still worked with default bake distnace settings in SP), but it shouldn't overlap with high poly, and high poly shouldn't overlap with low poly too.
By look of screenshot it seems like cage is overlapping highpoly, that's why some parts are not shown.
So the pink, green,blue and yellow is my high poly and the red is the cage