I've spent a lot of time recently trying to sort out how I'm going to get my "dead polygons" to look on my character. My original plan had been with texture but then I decided my character wouldn't have a proper UV map so that I could have a gradient effect from top to bottom of the character. So with this in mind, I couldn't build a few textures and just swap them out. So I decided that I would create a duplicate of the model, but just the faces that were "dying" and layer it on top of my model with a slight offset. This worked in early tests with a static model but I knew I would have issues once I started to animate. I didn't realise how many issues... Once I duplicated the mesh and deleted the faces that I didn't need I needed to delete any non-deformer history otherwise when I pulled it into Unity it would still be 1 whole mesh without any missing polys. This either crashed Maya (repeatedly) or it created strange, twisted and st...