Hi. You can create seams in Blender and simply bake the diffuse texture from it but not import this mesh in s4s, just use it for baking.
You can also
bake a normal map using your original mesh as a low-poly version and edited mesh with seams as a high-poly version. You can convert it to a bump map the usual way but keep in mind that normal maps are rendered only on the highest settings.
To add these details to your diffuse, in the image editing software you will do exactly what the game does, which is overlay these details on top of the diffuse.
- Open a baked normal map, switch to the green channel, select everything, copy;
- open a new document, delete the background layer, paste the image there;
- copy the red channel from the baked normal map;
- create a mask for the pasted image, switch to the mask, past the red channel;
- you should be able to apply the layer mask to the image;
- copy what's left, open the diffuse, paste the image, choose Overlay as blending mode.
There are numerous ways of adding seams, but in your case the most universal would be the following:
- if your garment is already merged with the body, in UV editor enable sync, select all uv islands of the garment, press P - Selection to separate it;
- in UV editor go to UVs - Seams from islands;
- in 3d view select one of the edges marked as seams, Select - Select similar - Seam;
- deselect edges where you do not want seams by holding Ctrl Shift LMB;
- press Ctrl B to bevel selected edges, type 0.001. IMPORTANT: make sure to set Segments to 2 or the uvs will be messed up;
- Select - Select More/Less - Less;
- switch Transformation orientation to Normal, press G, then press Z
twice, type -0.005;
- Select - Select More/Less - More, Select - select boundary loops, bevel them again, set the amount to, say, 0.003, increase segments to 5 or so
The seams you see in MD are done through shading, you cannot export this.
Baking texture with no margins is a bad idea because, as you zoom out in-game and the textures compress, the "seams" become thicker