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I don't think that would work since sims' faces in TS2 use morphs, which are reliant on vertices having the same vertex count and general placement. Adding (or removing) vertices is going to mess up this vertex outlay, which means the face morphing and face animations may not work, and/or would look different (and probably not any good).
The result ingame would basically be what happens if you add or remove vertices on the base mesh after adding a fat/pregnant morph to clothes. Usually you end up with a morph that "explodes" because it can't quite compute where the vertices were supposed to go.
I don't think there are ways to add vertices to the base faces - it's as far as I know only possible to edit the morphs through defaults/non-defaults, and those need to have the same vertex count and general outlay as the base faces.