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Modular Character weldseam issue

Hey :)

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?

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asked Mar 22 '15 at 05:52 PM in Using UE4

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avatar image Talad Aug 30 '18 at 10:25 PM

Hi, did you solve this problem? We would like to go with a modular character system, but we are afraid at the end we will have visible seams which will lower the overall quality.

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