Sorry to anyone who has been following my blog, life has got busy but exciting at the moment so I have had less time for this project. Now I am more on track I hope to finish the project and have it uploaded within the month.
I unwrapped the model in Maya using the standard tools provided. After each part I unwrapped, hardened the UV shell perimeters and softened the remaining edges. The new tools in the UV tool kit have really helped me get a good unwrap in no time, particularly the texel density 'get' and 'set' and the rotation settings. I decided to manually pack the shells once I had unwrapped everything, however I am sure I could packed them tighter to reduce the wasted texture space.
I have chosen to bake the handle bars and seat separately, and keep the basket unwrapped separately too as I will make a seamless texture in Substance Designer.
The bake was done in Substance Painter. I exploded the mesh by moving aspects by a relative snap so I could easily snap these pieces back to their original place and ensure the high and low poly overlapped properly. Once all part of the bike were 'exploded' I duplicated the mesh and used the 'transform tool to expand the mesh to encase the original low poly model. I applied a translucent Lambert so I could see how it was encasing both the low and high poly, and manually moved some verts where the transform didn't quite cover everything.
I had to make some alterations after the first bake, however it wasn't long before I decided it was ready for textures. There are a few marks that could do with more attention, however I have decided I need to move forward as I want to improve my texturing. I have swapped out the exploded mesh for the original and the bake has transferred smoothly as expected. In my free evenings I will texture the bicycle and create the seamless wicker material for the basket. I will post the bake on the handle bars and seat alongside the first texture pass when they are complete.