Here's a little insight into the optimization process for models. The tl;dr of it is sometimes optimization in one area involves unoptimizing in another
I'm currently working on Jess's new model and I'm doing UV work. Her utility pouches are essentially just really deformed cubes so you'd think I could just use a simple 6-sided cube, however I want to add some texture highlighting and it needs to be on the pixel grid for it to look right. But if Iine up the cube's UV's there's this nasty distortion that looks bad. So what I'm doing is adding 2 loops to the pouches so I can minimize stretching while alligning the texture to the grid.













