For this technique, the final low is exactly as shown in the video (hard edges driven by the design), and the final UVs have inner split spacing in all the corresponding places. The increase in verts (geo or UVs) compared to a smooth model and/or compared to continuous UVs has never been an issue in any engine. This is a…
Just a quick question, so the increase in vertices(vertexes) no longer an issue for engines then? or is it just for baking and there is an alt/actual uv map for final, so bake the split, keep that map, return to original u's? That morph video was something i had thought of once cool to see someone show it off in practice.…