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…
When its just as fast and will look the same. Or when it will be hard to get the right shapes by sculpting. Modeling in layers can cause a lot of problems, especially if that is how you do the final low ploy mesh is going to come out. Sometimes modelers get so caught up in modeling that they just retopo the pieces instead…