Tessellation in UDK
Tessellation is a great way to add organic detail to a mesh.
However even with matching UVs and pixel perfect line-up in textures seams will occur across meshes.
Expand the models and have the displacement map taper off towards the end. The tesselated geometry will intersect creating a more natural looking seam. CAUTION!!!The geometry will lightmap based on the un-tessellated geometry which will produce some lightmap errors on the tessellated geometry. But at least there’s no seams 🙂