I guess the pit would be done in a glass shader in the game so nothing to do there.
1. Would you change the output shader to emission and bake emission? or just albedo color? I can see some differences when I flip between the two baked textures.
2. Other than color, you need to bake Metalic, Roughness, Specular and Normal/Bump and that's it?
It would also be nice that in things that can be game assets we could see the entire process and considerations for making them as such.
Thanks!
Hey kkoko0 , you got it! I'd change the shader to emission and bake that out as the albedo. You could get away without specular and bump maps, but a metallic, roughness, and normal would be the others I would bake out.