I have modelled a pencil sharpener as in the attached image. Now I want to prepare it for sale at CGTrader or Turbosquid (or some other, doesn't matter at this point). I would like to deliver a professional grade result. I need to texture the model, but to put it on a site for sale, I will probably need to bake the textures, because I will also need to deliver the model in some exchange formats, such as FBX, OBJ, 3DS, DAE, which won't understand Blender's materials and special qualities of how light reacts to it, am I right? And now comes my question. I'm trying to understand the baking process. If I have a material such as Anisotropic BSDF (Cycles) or Subsurface Scattering material, if I bake, do I loose the special qualities of the material, how it reacts to light? If I understand correctly, baking is like flattening the texture and special qualities of the material, they are lost, right? Also, I see that I can choose what to bake, such as Subsurface Color, Subsurface Direct, Subsurface Indirect, Transmission, Glossy, Diffuse, etc etc. How does it work, how to use it properly? What do these "channels" do exactly? And if I bake all these separate "channels" how to put it back together in one finished material?