Ariaspoaa wrote:I was mainly unsatisfied with how wide (basically not wide enough) the mouths of the models can go without looking absolutely whacky, so I decided to not consider the "Human Pred" tag for the Prologue. However, I'm more than willing to experiment and find a workaround to make it look good while also not making anything look out of place.
The more you Strech the UV map and mesh on the character model out the more extra mesh you're going to have to add to the character to keep it looking okay that's verts, edges, face's, and the more you will have to mess around with the UV map. I would focus on putting more mesh on the face, chest, and belly region of the character models then smooth it out seeing as those places are the most spots that will get effected by the deformation. Then i would try an optimize the scene as best as possible without losing quality as best as possible like for instance minimizing your viewport movement that puts less load on your computer. I also want to point out that adding more mesh also adds more memory to your computer so more load as well. So, trying to find a balance is really important you can even paint on mesh to the character model if you are using blender, I would also recommend testing this stuff on Evee mode it will give less quality but better performance while you work then switch back to normal mode when you're ready to render and animate the scenes.