Seams on multi-part skeletal character

Hey! Here is how I solved it in Blender, without horrible work arounds:
I used a Data Transfer Modifier to transfer the Custom Normals data from the body to the head mesh. I’ve limited the modifier to a vertex group, that is only the boundary edges of the head mesh.
Normals before and after:


Also, make sure you displace the cage for normal baking along the custom normal (via displace modifier).

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