Hello,
I'm facing a severe problem that is crippling my production work. I've been trying to solve the problem since morning.

I'm using a simple plane from maya. Default UVs. Trying to make tilable texture and displacement maps.

Export options for obj

Import to Zbrush. Save MT at lowest level. Divde. Sculpt with Wrap mode set to 1. SmoothUV off during workflow.

Normal maps extracted WITH SmoothUV on. Notice that the map isn't taking up the whole first quadrant. There is a border around it! UV border map is set to 0 pixels.

Now, the same object, WITHOUT SmoothUV. There is no map at all!!! This is happening on in the case of a plane. If I shrink the UVs a little, then tiling doesn't happen properly.
Wrap mode doesn't work! It's always off by several pixels! Texture as well as normal map! What should I do? Please help!:(
Replies
here's a tutorial that shows this principle in some detail along with map extraction and end results and stuff: http://eat3d.com/free/zbrush_tile
If you do need your UVs to go to the edges of a plane to be seamless, consider using the normal matcap, or alter how you have your UV/s set up (perhaps if you wanted a 1024 map, have the UV island set to be 1024x1024 pixels inside of a larger texture, so it's just a simple photoshop crop away (perhaps even an action)
Thank you very much again for all the answers