You can bake the high poly as floaters down onto the low-poly. Take this trim-sheet below as an example... the details are just floaters sitting over-top the single-poly plane... the color ID's are assigned to the high-poly mesh and baked onto the low poly the same as normals would be... Let me know if you have any more…
Ahh ok I'll try that cheers I thought the high was just the floaters and didn't need the plane. I'm also using a cage udanji but it might need tweaking.
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…