well I wanted to experiment with the mirrored UV workflow, where instead of keeping just one UV inside the UV space and moving the clones outside, I wondered if it is possible to use those Stacked UV's for baking and texturing. i figured i would get errors in the baking, but wanted to know what kind of maps that were baked could be useable for this method. I thought about this since, even though the mesh maps are useful, if the topology of a model is bad, it bakes incorrectly and I have to use manual methods of creating masks and feeding them into the input maps for various generators etc.
here I split the surface of the sphere into four segments and stacked them on top of each other , i created caps on top and bottom and stacked them on top of each other. I did this to maximize texel density I could get.
i did not go for a normal map bake too as I did not have any high poly object to bake from. I also planned on using seamless textures so the stacked UVs.
with this UV config, what maps could i be able to use from baking to aid me in my texturing process?