Morpher might toss it out, since it's a really old modifier. I'm pretty sure there's a way to load morph targets directly in Unity, bypassing Morpher entirely.
Shit talking = shooting at someone quick glance at OP's artstation (artstation may or may not be this persons up to date professional portfolio)= not knowing what the target really is
Yes I'd agree, validating the target object early on via a given low res blockout cage is essential especially if the intent is to implement a none destructive workflow.
try doing UVs by doing portions, or regions, then stitch them together with target weld in the UV editor, theres a video of Bobo doing a head like this somewhere...
AFAIK you need a camera. Assign a Lookat controller to the object's rotation, choose the camera as the target. Do a search for "billboard" on http://www.scriptspot.com, there are a few scripts that automate this.
Not a 3DS Max user, but looking at the handle it looks like it's using the wrong UV channel. Check your baking options and what UV channel is current and the target.