110,000 triangles in 12.

Bake the detail of a high poly crate into images that a low poly cube can use: a normal map, ambient occlusion and colour. Watch every texel cast its ray, fix what goes wrong, and take the maps to a game engine. Then bake the same crate in Substance 3D Painter.

STAGE
    3D Viewport
    Drag to orbit · Wheel zoom
    Image Editor
    LMB MMBOrbitWheelZoomHoverRead a texelEscCancel the bakeCtrlZUndo
    KEY IDEAS

    How a bake works

    For every texel of the image, Blender finds the point of the low poly with those UVs and casts a ray towards the high poly. What the ray finds is written into the texel.

    Selected to Active
    Bake from the selected objects (high poly) to the active one (low poly). Without it, an object bakes itself.
    Extrusion
    How far out the rays start. It must enclose every detail that sticks out of the low poly.
    Cage
    A copy of the low poly, inflated along averaged normals, used as the start of the rays. It avoids gaps at hard edges.
    Max Ray Distance
    How far the rays can travel (0 = no limit). A limit avoids hitting far parts of the model.
    Tangent space
    The normal map stores directions relative to each UV island: R = right, G = up, B = out. Flat is (0.5, 0.5, 1).
    Margin
    Extends the islands outwards so filtering and mipmaps don't pick up the empty background.
    BLENDER / SUBSTANCE PAINTER

    The same bake, other names

    Both programs cast one ray per texel from the low poly to the high poly. What changes is where the settings are and what they are called.

    BlenderSubstance 3D PainterNote
    Selected to ActiveHigh Definition MeshesIn Painter the high poly is a separate file listed in the Baking window.
    ExtrusionMax Frontal DistanceHow far above the low poly the rays start.
    Max Ray DistanceMax Rear DistanceIn Painter it is measured below the low poly surface.
    CageAverage Normals · Use CageAveraged ray directions, or a cage mesh made in your 3D program.
    MarginDilation WidthExtends the islands for filtering and mipmaps.
    Bake TypeMesh mapsBlender bakes one map at a time; Painter bakes every ticked map at once.
    Swizzle G −YNormal Map Format · Output templateOpenGL or DirectX: in Painter the export template writes the format of each engine.
    Separate objectsMatch: By Mesh NamePainter pairs name_low with name_high, so touching pieces don't bake into each other.