I'm reducing some console assets for a mobile game with a particularly tight budget. Ideally what I'd like is to bake the reflections and shiny stuff off the metal assets in my higher res scene into the diffuse map to save some time doing a lot of repainting. I've got access to Maya, Substance Painter and ZBrush. Any…
I would setup the assets in Maya with a lighting/reflection rig, and transfer it all there. Note however that you can afford simple lighting and reflection on mobile, it doesn't have to be all fullbright. SEM is particularly fast (think matcaps).
sub painter. has a baked lighting shader... but it only works with metal/rough. Which is a bit counter-intuitive. Maybe a custom one can be put together for spec/gloss though.