I’m developing a character creator with sliders, probably going to use Megafiers morph system. It’s going to have quite a few sliders, especially for the head. Would it be best to have 2 meshes; one for the body and one for the head, or just one? If two would be recommended, how do you get around the seam at the neck area where the two meshes combine? I’m creating it for a first person shooter, so I have to keep performance in mind.
Multiple meshes sound better for a character. They need a lot of detail.
As for the seams problem, just make sure the texture maps have the same color, the normals are the same, and the vertices are in the same position, and the duplicates are tied to the bones with the same weights.
Well I’ll tell you this, Bethesda’s NEVER gonna figure it out. -_-
But it’s really pretty easy. You just need the seam vertices to be absolutely identical in both the head and body meshes (normals, UVs, positions, bone weights). (Usually Blender will try to ‘help’ by bending vertex normals at the edge of a mesh to make it look smooth, but you want that to NOT happen. I think, in Blender, if you build the whole mesh and they cut it apart at your target seam, there won’t be an issue. Haven’t tried other programs.)