Hi!
I'm working on a 3D creature design and had to cut the creature into separate objects for sculpting because the computer couldn't handle the subdivided polycount if it was a single mesh. Obviously that creates painfully visible seams which I'm now trying to get rid of.
I'm wondering if there is a way to weld separate high poly objects together in Mudbox or otherwise so that the problem areas could be sculpted and baked again? Or alternatively, is it possible to transfer details onto welded low poly from several high polys? I have tried to import the low poly as a single mesh with the head and forelegs attached and transfer details from the three separate high poly meshes but it hasn't worked out so far.
I'm using xNormal to bake the normal maps and use the welded low poly there to avoid normals from "falling into the holes" when they are calculated from the separate high polys. The creature also has a lot of feather planes which help to hide some seams. I'm going to paint over the problem areas in photoshop as well. But still, I'd like to know if there is something more that can be done to get rid of seams caused by separately sculpted objects.
Thank you!