Model
Re: Model
can you make a close hi-res shot of the problem in game? And a screenshot of this part from ZModeler's UV Mapper (the layout of mapping on a texture).
Currently, I assume this is a texture issue when texture has no enough pixels drawn out of bounds of mapping element in the same color as the mapped element's border. when texture's resolution is changed (e.g. lower-quality mip level of texture picked up by directX), this artifacts become visible. If you take a look on original ped textures, you can see they have drawn the elements and some 5-20 pixels outer of the element with the same color - this is to avoid the texture mip/scaling artifacts.
if the geometry in game has physically disjoint vertices, then you need to perfectly match vertices rigging on the seam. You can use "Preset" mode with Pick from vertex picker to read from one vertex and "Fill selection" to apply read preset to selected pair of vertices on a seam.
Currently, I assume this is a texture issue when texture has no enough pixels drawn out of bounds of mapping element in the same color as the mapped element's border. when texture's resolution is changed (e.g. lower-quality mip level of texture picked up by directX), this artifacts become visible. If you take a look on original ped textures, you can see they have drawn the elements and some 5-20 pixels outer of the element with the same color - this is to avoid the texture mip/scaling artifacts.
if the geometry in game has physically disjoint vertices, then you need to perfectly match vertices rigging on the seam. You can use "Preset" mode with Pick from vertex picker to read from one vertex and "Fill selection" to apply read preset to selected pair of vertices on a seam.
Re: Model
I would suggest to put temporary generic "color square" textures instead of main texture, specular texture and bump texture (grey, white and rgb(128, 128, 255) respectively) and test in game. Just to find out whether issue is related to texture(s) or not.