If by production you mean animation/pre-rendered: Yes, you'll need to model in a way that things don't slide around much. This means much more evenly gridded meshes, less lowpoly. If games ever take the step towards realtime sub-d, we'll all need to learn what animation artists have been doing all along, as UV…
Hi guys, what should I do in this scenario for UV mapping? Say the model is being made for production, not games. Should I UV unwrap the high poly and texture it directly? I ask because in this case the shape of the low poly drastically differs from the high poly. And more in general I'd also like to know how UV unwrapping…