help, can't remove MetaHuman body seam cut by uv seams

UE5.6 create metahuman with ugly body seams, I confirm it’s auto cut according to UV island seams.


I try to fix it by using weld in the editing tool, the preview shows weld correctly, but after I click “accept”, all restore unchanged.

I also try to weld in blend and reimport, but after reimport as skeletal mesh, the mesh still be cut by the importer. btw if I reimport it as static mesh the seams is fixed.
so I still can’t fix it as skeletal mesh.

after lots of test, I found that it’s the bentnormal problem.
I try to make the body bentmormal to (0, 0, 1) and the seams dispeared.
but I still don’t know if this is the right way to fix it.

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Hello! Thank you very much for sharing your solution. I also had the same issue. But I did not know how to “make the body bentnormal to (0, 0, 1)”. So, after I saw your post, I just went to set the “Use Bent Normal” option in the “MI_Body_Baked” material instance to true, and the choose the T_Body_N as the bent normal map. And the seams are cleared too. I am not sure if our approaches are exactly the same. But without your post, I would not be able to fix the seam. So, again, thank you very much!

(post deleted by author)

happy it can help u. It’s almost the same, but only my bentnormal map is not T_Body_N just all (0, 0, 1) values.
BTW I can’t replicate your result, when I test using T_Body_N, the seams go darker in my machine.Maybe it’s also relative to some engine settings.
As far as I know bentnormal act as specular OA map, or maybe we can just paint the body part with the face T_HM_BentNoralmap_AO map exported to Substance Painter.