Yeah adding UV seams upon natural garment seams is the way to go (especially helps skewing), You can just add the loops manually to make the cylinder twice as round, so it doesn't sub-divide the rest of your model where it isn't needed or necessary. Blending the two maps is just a destructive and cumbersome.
Hey everyone, I've been making assets for a mobile game but the style of clothes is relatively realistic. So what happens a lot is I'll bake from a high res onto the low and it looks fine in the baked pose. Then when I get to rigging/skinning I run into this issue where the stretched polys accentuate the waviness. It gets…