I’ve noticed some people doing really amazing things with Substance and powerful engines like UE4:
For example, that mesh is just a basic shape with a shader applied. Unfortunately, I’m working with Godot and that’s not really possible. Is there a way of “baking” this? By baking I mean applying the mesh transformation statically within Blender, so I can have a high-poly, then create a low-poly, and then export a traditional diffuse + specular + normal map of the mesh.