Realized that I forgot about Emissive, in this case I'm using 2 smaller RBG textures for it but If I had access to a node based shadergraph I would have made a separate mask texture for it, maybe 1024 in size that just masks in where I want the emissive in the R and G channel and control the color through a RGB…
Here is some progress on the baking : ] ignore the seam in the middle I haven't welded it yet. Going to start detailing with Ndo now and will post a fancier render once everything is ready for texturing, just though I should make an update on this : ] * I just spotted the slightly wavy line on the "nose" and have adjusted…