Vector Displacement Map brushes - Baking overhang shapes with good resolution / topology?

Hello,

I’m currently experimenting baking VDM brushes with the ‘VDM Brush Baker’ addon, and I’m having trouble understanding how to properly bake overhang shapes. I mean it works… but I want to improve it if possible…

QUESTION 1
Of what I understand, the UVs of the plane mesh need to be a perfect grid. So that means I can’t use any kind of remeshing to add more details to the mesh as it will destroy the UVs. I can only subdivide as much as I can.

Is there a way to get a more grid-like topology for parts that are grabbed / deformed / snake hooked from the base subdivided plane without messing the UVs? Illustrated below:

QUESTION 2
Is it possible to bake VDM brushes by creating shapes via traditional modeling techniques (like primitives) then join the mesh to the baking plane? Like in the example below:
Is there a known way of unwrapping the UVs correctly for this particular case?

Thanks.