the way i do wireframe renders is clone the object, add a push modifier with a push value of .3 or less, then apply a standard material with the wireframe box checked
Use a Box with same size for all sides for example 50x50x50, Turbosmooth it with 2 Iterations and add a Spherify Modifier on that box. Colapse it and convert it back to an edit. poly.
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.
Oh, OK, if you have the original "Box" modifier in the stack you don't get those options. If you collapse it totally into an Editable Poly, they appear. Thanks!
And that's only the artistic workflow.Anyone who has worked in a studio knows how necessary it is for tech artists or programmers to be able to modify a software to make a pipeline more consistent.