I had a very short amount of free time to work on this project over the weekend, but managed to crank out the low, UVs, and a quick bake in about 2 hours. Also, I love Marmoset Toolbag for baking. One click, first try, didn't mess with settings other than resolution and sample size.
Bake:
Wires:
VS the High poly:
Will do the same thing as last time. Very basic material assignments and then on to the next part.
Adding an addendum to my blog post since apparently I typed too much for ArtStation to handle in the comments. Tobias Simon asked what the pros and cons are for Marmoset Toolbag:
There are 3 major pros that I can see to baking in Marmoset Toolbag over Substance Painter.
First and foremost is the real-time feedback/adjustment. You can visualize and edit the cage in real-time without creating a custom cage to begin with, though you can use a custom if you choose. I rarely do. But with that real-time editing, it can also quickly update your normal maps after every adjustment without needing to rebake every time. Makes it very easy to get rid of artifacts without going through the whole process.
Secondly, the skew map. This will get rid of skewed normals due to tangent averages on the low poly mesh. So if you have a hole in the high poly, but just decide to put a flat plane over it in the low with uneven control loops on either side of the hole, you'll get funky looking normals. The skew map lets you "paint" on the mesh directly in the viewport to correct those issues without the need to make a separate subdivided low poly mesh. And much like the cage, you can visualize the affects of the skew map in quick real-time updates. This feature alone is worth every penny.
And lastly, everything about Toolbag baking is centered around improving iteration times. It will auto-load your meshes if it detects a change. If you have auto-bake turned on, it'll do a quick rebake without any user input. Change your models, switch over to Toolbag, and enjoy the glory with none of the work. Also, it's worth noting that Toolbag also uses mesh name grouping much like Painter (as in, no need for manually exploding your meshes). You can also independently alter the cage/skew of each group.
As for Cons.. um. Honestly, the only thing that I could consider a con that I've experienced so far is it doesn't have the ability to bake the round edge shader stuff, but that is seriously nitpicking for me.
I hope that answers your questions :)