I figured I could save myself some time by attaching the MetaHuman’s head to my own body but I can’t seem to figure out how to fix the shading difference which from my testing seems to be related to different directions vertex normals
The only possibe solution I could think of after trying most things from weighted normals to the extensive selection of options in the Alt+N menu is to simply extend a face from the head and use that new face to retopologize the whole body once more, hopefully resulting in the same direction for the normals.
Before diving into that work, I’d be grateful for any advice.
Because the different areas and also different topology on the body and on the head and shoulders this will never have the same normals… the are simply not the same and so can’t have the same normals.
I remember an very very old trick when using this overlapping technique… make both parts transparent along the borders…
You can make a duplicaded base mesh where everything is connected and welded.
For each disconnected part, making a vertex group around the cutting line and use Data Transfer modifier to transfer the normals from welded basemesh.
In case the head and body didnt have the same topology and cannot be welded, you can connect them in ugly way with triangles and so on and put a remesh modifier on top + smooth corrective.
TBH i doesnt deal with characters in Unreal so i cant be sure what custom normals wouldnt be ruined after skinning, bone deformations and so on.