I have a character designed in Maya. The base mesh has a material assigned to it, then I selected the head polygons and assigned a new material to them. Afterward I exported it out as a FBX.
When I assigned the distance-based tessellation material to the body it tessellates fine, and keeps a clean division at the neck where the other material should start for the head. If I assign the same tessellated material to the head, some of the neck vertexes moves down the negative Z axis. Any thoughts on why that could be happening? Could that have something to do with my weighting? I only ask because if I export the same model as an obj, assign identical materials, the problem doesn’t happen.
I also imported my obj into a new Maya scene, exported that to an fbx, imported it into U4, the materials work correctly.