Custom metahumans (World) Normals mismatching head vs body

This isn’t necessarily a metahuman question specifically so much as a question about normals and tangents

I edited some of the morphs (blendshapes), and added my own, of a Metahuman head, in Maya. I re-exported everything back to UE 5.5 so I can still use it as a Metahuman rig. All that works fine.

However, I’m noticing that there’s a very strong distinct line where the head and body meet. It’s clearly a normals issue, though it’s independent of the textures.


On the left is the original Metahuman, with smooth transition
On the right is my version of the head with tweaked morphs.

I’ve tried all the variations of import and export settings I can think of, including trying to copy over the vertex normals from the original head. I’ve tried having UE import normals /tangents, or create them. I’ve tried a soft edgeloop at the bottom of the head in Maya, or hard edges. I’ve tried removing the materials altogether. I’ve tried removing the blendshape in Maya altogether.

I’m at a bit of a loss.

Ok, I THOUGHT This was the solution, but turns out it was not.

Solution:

In Maya, Unlock the normals first
Then soften the edges

:man_facepalming: