Modular Character weldseam issue
I am working on a modular character system where you can swap out armors and meshes, but i have run into a (probably very basic) issue.
I have split my skeletal mesh up into parts in maya (arm, torso, head and so on) and i plan to swap for eksample the torso for a torso with a tshirt mesh and the arms for arms with tshirt arms and so on.
in maya when i just simply split the mesh into parts and keep the smothing the same on both parts, i get no seam in the viewport. but when i take the same mesh into unreal i get a very noticeable seam, and even more so whenever the normalmap is applied. (the arm and the torso are on the same texture sheet and there are no seams in the textures).
how do games like skyrim and fable solve this?
asked Mar 22 '15 at 05:52 PM in Using UE4
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