I think @huffer is on the right track here. Painter's Baked Lighting Filter is the way I'd handle it: https://www.youtube.com/watch?v=WHQfYklBVTY You build up your materials as you would normally do in Painter, then just slap on the filter, set up your lighting, and export your diffuse texture. It doesn't just bake in…
Sound like most of details have to be in the geometry itself also you can bake AO and multiply to diffuse old gen magic Why dont you ask them about the normal map ?Do they want PBR or what other limitation do you have -> is there polygon limit , is it for real time or just offline renders ?
Absolutely, they're useful when texturing in photoshop. Position maps are great if you need to mask details from top to bottom, or left to right. Cavity and AO are great if you need to mask things to only be in or out of crevices on the model, but also great to just multiply on top of the diffuse (especially in a non-PBR…