I haven't used dDo in a while but I thought in an older version I was able to keep my textures tiling. Currently I am finding my layer masks don't tile are area going to create some noticeable seams. Am I missing a check box somewhere here or do I need to go and edit all of the masks to make sure they tile?
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I just realized i might have misunderstood the question (?). If it's the big white seam i see on the picture it usually is the AO that is causing it. Disabling it in dynamask is the only way to find out.
A common problem when baking out tileables is that people don't have any geometry around the sculpt. Since AO is a height/depth render, if one side has more depth than the other it will create clear differences. Hopefully that was clear and understandable.
I modeled a high poly of the terracotta tiles and baked down the info into a low poly mesh. That pic was just using the plane viewer in 3Do. I didn't triangulate my low poly mesh so viewing it on that mesh in 3Do was broken.
@Synaesthesia
I was able to mess around with the curvature map and remove a lot of the seams. That seemed to be the issue. I think I need to watch a few more videos on Ddo and Ndo first as I seem to be missing some things. Currently I am running into textures not always showing up on the normal map. Like I set a smart material for the brick and it doesn't add any information to the Normal. If I mess with the scale it sometimes appears but then will disappear while I am working.