Either model in a way that the subdiv doesn't have edges dramatically sliding around and stretching the UVs when smoothed or Subdivide once before UVing/texturing
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…
What do you mean with it is for production? Just from the little context i see, i assume you mix up the terms lowpoly and basemesh? So you wanna unwrap the basemesh, but preview that unwrap subdivided. Dependent on your smoothing algo, yes UVs might change between basemesh and subdivided mesh, in some cases drastically.…