Hi Igor and thanks for your interest.
Below there's the testing scene, enlighted only with Vray Dome Light and HDRI file loaded in texture slot. In left side, the original VRAY rendering while, in right side, the rendering with Default Scanline Renderer after the baking process with Flation (evaluation version).

- Flatiron TEST (00) A.jpg (413.44 KiB) Viewed 6305 times
Here is my settings:
3ds max setting:
Lut correction: disabled
Camera view: perspective
Vray settings:
Vray Frame buffer: disabled
Vray GI - Primary bounces: Irradiance map
Vray GI - Secondary bounces: Brute force
Color Mapping
Linear Multiply: selected
Dark multipler 1,0
Bright multipler1,0
Gamma 1,0
Affect background: Flagged
Linear workflow: Flagged
Flation settings
Mode: Hard Surface
Target channel: 6
Baked Settings
Baked map files: Saved in tiff format 16 bit color
Single pass baking: unflagged
Bake element:
VRay Complete Map
Material settings
Standard Material
Diffuse color
Make self-illuminating: flagged
Add shell: selected
Shell switcher
Baked and baked
Shell resolver
Keep source: selected
Bake element settings
Apply color settings: unflagged
The result is far away from the original, so I decide to load the VRAYHDRI in the Hemisphere's Reflection map (only 4%) of the baked material and the result is the following.

- Flatiron TEST (00) B.jpg (428.33 KiB) Viewed 6305 times
I've tried the same thing also in the ground plane but despite the percentual amount was much lower, the result was unsatisfactory, and doesn't correspond at the original render.
Finally, I also tried another method before but I'd rather hear your opinion not to abuse your patience.

Is this the right way to go, or do I have completely change the baked process?
Thanks so much, and if you want I can share the scene.
Best regards