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…
Thanks Roboy :) Oh, I don't know how many lines it ended up being, 10 000 - 20 000 maybe? No idea really but a lot probably with menus and everything. No I didn't really follow any specific tutorial but I have googled and looked up a whole bunch of things along the way. There is a whole lot out there from the Unity…