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.
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!
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.