From: Patrice Fierrens
Do you have any answers here Chosen?
As a matter of fact I do.

From: Patrice Fierrens
can't seem to get Turtle to render bump maps at all, neither in the normal render nor baked.
Under the Final Gather options, there's a checkbox for Ignore Bump Maps. Make sure that box is unchecked. I think they may have moved a few things around in the very latest version (I'm half a version behind right now, I think), so if that checkbox isn't there, look around for it. It's in there somewhere.
From: Patrice Fierrens
And similarly I never got any reflections baked in. They, on the other hand, render just fine in the unbaked render. I figured that relfections would need some kind of camera angle to be visible (they are just simulated through a shader, not actual environment), but neither "Bake View Dependant" nor "Orthogonal Relfections" gave any results.
First, make sure you have ray tracing and orthoganal reflections turned on (sounds like you already do). Next, on the Texture Bake tab, make sure you have Full Shading checked if you want to bake everything (including reflections, among other things). Otherwise, uncheck Full Shading, and then manually turn on and off whatever options you do and don't want to include in the bake. You'll see the refelctions checkbox toward the bottom of the list (again, assuming they haven't moved things around too much in the latest version). If you're doing all this already, then I'm not sure what might be going wrong.
Oh, and just so you know, you'll generally do better with Bake View Dependant turned off.
From: Patrice Fierrens
And finally there's a quirk that doesn't save the baked textures even though I set the folder and all. I have to render them to the render view and then save manually from there.
Three things here. You might be doing some of this already, but unless you do it all, it's not gonna work.
First, you need to tell Turtle which surfaces you want baked. Until you do that, it has no way of knowing what you want it to do, so it does nothing.
To tell Turtle which surface to bake, you use a tool called the Bake Layer Editor. You'll find it in the Rendering section of Maya, under Lighting/Shading -> Bake Layer Editor (TURTLE). In the Maya viewer pane, select all surfaces you want to bake, and then in the Bake Layer Editor window, hit Add Selected. You'll see the names of your selected objects appear under Layer Members in the Bake Layer Editor. This indicates that Turtle now knows which surfaces you want baked.
As you can probably see by now, the Bake Layer Editor is really handy. It allows you total freedom over which surfaces to bake, and which ones to leave alone.
Second, be aware that Turtle sets up its own folder system inside your project directory. On the Texture Bake tab in the Render Settings window, expand the section called Output File. By default, under Directory, it will say "turtle/bakedTextures/". This is where your baked texture files are being saved currently. So if you want to know why they're not appearing in your sourceImages folder like Mental Ray bakes would, that's why. Look in your project directory with My Computer, you should see that the Turtle subdirectory is inside it, and that the bakedTextures subdirectory is inside that. Any bakes you've done so far should be there. If you want to change the output directory to something else, go right ahead.
Third, if you're batch rendering from NURBS surfaces, there's a very non-obvious change you have to make to the Output File settings. In the File Name field, it will by defualt say "baked_$p_$s.$e". Change the "$s" to "$t". Otherwise, when the batch runs, each new texture will overwrite the last instead of saving side by side. Don't ask me why. I don't know what those s's and t's actually mean; I just know t is the one to use.