I've yet to find any kind of workflow for creating normal maps through sculpting, and this is one aspect I find utterly lacking in a lot of programs. Is Zbrush still the best option? I seem to recall that it requires a semi-complex setup with a plane, which I never quite figured out how to use.
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Other 3d apps with sculpting built in (like modo) can probably make smart use of the instance layers for tiled sculpting. Seems more often than naught the quickest way is to jump into it via Substance designer, painter, b2m on a texture level.
Also, Mudbox actually has a tile-able plane object that's about as simple to use as it can get. http://youtu.be/B-9GUtq6K_I?t=1m10s
http://wiki.polycount.com/wiki/EnvironmentSculpting#Sculpting_Tiled_Maps
Getting the same result in ZBrush is a pain. I'm not sure about 3DCoat though...
But if you sculpt using a vector displacement map, you should be able to sculpt it as a tiling sculpt (or fold the UVs over on themselves to get dual-axis symmetry).
You're right... just tried the mudbox trial. Was sculpting seamless tiles within 5 minutes, never even used Mudbox before. Great feature.