Neck Seam Obliterator
A Blender addon for helping removing visible neck seams on character models.
Works with Blender 4.5 LTS (Tested) and 5.0+ (Should work).
The Problem
When you combine head and body meshes from different sources, the neck area often shows a visible seam. The skin tones, lighting, or texture resolutions can differ between parts, creating an obvious line where they meet.
One of the ways to fix this involves multiple UV projections, baking, and Photoshop editing. The process is tedious!!!!!
The Solution
This addon handles the UV manipulation and baking steps automatically. You select faces around the seam, click a button, and get a magnified bake of the neck area. Edit that in Photoshop, click another button, and the fixed texture gets projected back to the original UV space.
Three-part workflow:
- Part 1 - Bakes the neck seam area to a magnified texture
- Part 2 - Takes your edited texture and bakes it back to the original UV layout
- Part 3 - Applies final textures and cleans up temporary data
Installation
- Download the addon as a ZIP file
- In Blender: Edit → Preferences → Add-ons → Install
- Select the ZIP file
- Enable "Neck Seam Removal" in the addon list
The panel appears in the 3D Viewport sidebar (N key) under the "Neck Seam" tab.
Requirements Before Starting
You need to prepare your mesh before running Part 1:
- Join the meshes - Head and body must be a single object
- Materials assigned - Head faces use one material, body faces use another
- Mark the seam - Select the edge loop at the neck and mark it as a seam (Ctrl+E → Mark Seam)
- Select the neck faces - In edit mode, select faces on both sides of the seam (the area you want to fix)
Panel Settings
Materials
- Head Material - The material used by head/face geometry
- Body Material - The material used by body geometry
Output
- Output Folder - Where baked images get saved
Advanced
- UV Scale Factor - How much to shrink non-selected UVs (smaller = more space for neck)
- Bake Resolution - Resolution for the Part 1 seam bake
Part 2 Settings
- Head Bake Res - Resolution for head texture in Part 2
- Body Bake Res - Resolution for body texture in Part 2
Utilities
Squash UDIMs to First Tile
Genesis and Daz models often use UDIM layouts where UV islands span multiple tiles. This button moves all UVs into the 0-1 range so they work with standard single-tile textures.
Select your mesh and click the button. If UDIMs are detected, they get squashed. If not, nothing changes.
Usage Guide
Part 1: Create Seam Bake
Setup:
- Select your joined mesh in Object mode
- Set the Head and Body materials in the panel
- Set your output folder
- Switch to Edit mode
- Select faces around the neck seam (both sides)
Optional: Check "Bake Originals First" to save reference bakes of your original textures. Useful for matching brightness later (or just add +5 of brightness on the final fixed parts before transferring to the master textures).
Run:
- Click "Part 1 - Create Seam Bake"
- Wait for the bake to complete
Result: seam_bake.png saved to your output folder.
The neck area fills most of the image. Everything else is squashed into one corner.
Edit in Photoshop:
- Open
seam_bake.png - Paint the corner area solid black or leave transparent, make sure to erase the uv island on the corner.
- Use the clone stamp tool to blend the seam
- Save the file
Part 2: Apply Edited Seam
Run:
- Click "Part 2 - Apply Edited Seam"
- Select your edited
seam_bake.pngfile - Wait for the bake to complete
Result: head_bake.png and body_bake.png saved to your output folder.
These are baked using the original UV layout. The fixed neck area is now positioned correctly.
Edit in Photoshop:
- Open your original head diffuse texture
- Paste
head_bake.pngas a new layer - Erase everything except the neck area
- Flatten and save
- Repeat for the body texture
Part 3: Finalize & Cleanup
Run:
- Click "Part 3 - Finalize & Cleanup"
- A dialog appears asking for your final textures
- Select the edited head and body textures
- Choose whether to delete backup meshes
- Click OK
Result:
- Final textures applied to the original materials
- Temporary meshes deleted
- Temporary materials deleted
- Bake images removed from memory
- Original mesh restored and selected
The addon resets completely. You can run a new workflow immediately.
Troubleshooting
Panel missing from N-panel:
- Make sure the addon is enabled in preferences
- Check you're in the 3D Viewport (not UV Editor or other workspace)
Bake is black:
- Verify materials have textures connected to Base Color
- Check that the mesh has UV coordinates
Bake shows wrong parts:
- Confirm head and body materials are correctly assigned to faces
- Make sure you selected the right materials in the panel
Buttons grayed out:
- Part 1 requires an active mesh object
- Part 2 requires Part 1 to have been run (needs
_temp_working_mesh) - After Part 3, select a mesh to enable Part 1 again
Happy nude modding!
Credits
Developed by mugenrei
- Website: mugenrei.com
- Support: ko-fi.com/mugenrei
Based on the neck seam removal technique from XNAMall.
License
CC BY-NC 4.0 (Creative Commons Attribution-NonCommercial 4.0 International)
You are free to:
- Share — copy and redistribute the material
- Adapt — remix, transform, and build upon the material
Under the following terms:
- Attribution — You must give appropriate credit to mugenrei
- NonCommercial — You may not use the material for commercial purposes
Full license text: https://creativecommons.org/licenses/by-nc/4.0/