Coming back to this, I had a thought about metal and roughness maps. How were those baked in softwares like Maya and 3DS Max? To my knowledge, there is no option to bake those kinds of maps, even today.
https://archive.org/details/mayatechniqueshy0000mill/page/n3/mode/2up it is scanned and you could officially borrow it digitally if you are applicable. the book goes over more parts than just modelling like texturing, skinning and rigging. For modelling only, you could also peek into the powerpoint file accompanied with…
still got and use my 2004 library of grayscale grime overlays.... various photoshop blend modes and a touch of colourization can produce interesting effects they would normally used in conjunction photographic reference. the strange thing is they were pretty big images for the texture limits of the day 2048 * 2048 so they…
Also, since the human body is (mostly) symmetrical, a three-quarter or similar view should give you all the points in space as far as visible in that one image. Any point on one half alone could be anywhere in space between the observer and infinity, but the symmetrical equivalent locks it in. Comes with the same caveats…
You can bake nearly any map as emit bake type in Blender. There's nothing special about albedo, roughness, metallic and the majority of other maps, so just plug your metallic into an emission node or directly into the material output and it'll bake fine. You can also use plugins like ucupaint to make the baking process…