Exploding Meshes for Better Baking
This means that you take the smaller pieces out of the main body so that when it bakes it is not in the way of other pieces and getting all messed up.
Setting up Materials for an id mask
An id mask is blocking out color selections for materials. Working on the high res. I make a simple lambart and then assign it to sybolize the metal and brass and wood.
Baking Out id Maps
The low poly will be the target mesh the high poly will be the source mesh.
rendering mode> lighting and shading>Transfer maps
for and id map just use a defuse amp setting
Baking out Normal Maps
Make sure that everything is in the envelope.
Fixing the Gap
Surface normals is for hard edges.
Geometry normals is for soft edges.
If there still is an issue you have to cut the UVs and bake it out again to smooth or fill the gaps
Fixing Waviness
So the low poly is TOO low poly in this area cuz it is not following the high poly so I went in and made edges loops and baked it again to get rid of the waves.
Ambient Occlusion map