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.
And here’s why the problem occurs and how to fix it.
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 🙂