Decided to model my own door to try and get used to the Blender -> Quixel -> Unreal baked lighting workflow.
I think it turned out ok!
Left some blank space at the top for a baked normal LED screen.
Not very good with lightmaps though as I’m used to using Unity’s dynamic lighting for everything as you can see here:
Before baking (so dynamic lighting)
After baking
(Probably due to the button taking up a tiny amount of space on the lightmap UV channel despite having quite a lot of faces per unit on the model)
Edit:
Noticed even more lightmap problems creating artificial seams on the flat faces of the model so I think I need to redo them.
Edit 2:
Solved it!
Blender’s lightmap pack was splitting every face into it’s own UV island, meaning everything was effectively flat shaded.
Painstakingly UV unwrapping it as though it was a texture and laying everything out separately by hand solved it.
New baked appearance: