Hey,
I searched in Google and a bit here in the forum but couldn't find a good solution for my problem.
I got a 3d scan of a relative flat surface, I made a good Displacement, Normal and Albedo Map with Xnormal.
But, how can I make the Normal/Displacement/Albedo Map tileable.
What I mean is, all 3 maps are related to each other, if I only make the Albedo Map tileable, the other 2 maps wont match anymore.
So, I have to make them all tileable at the same time I guess.
No idea how to make that, maybe someone has a idea?
Thank you
Replies
And the others have the same problem and nobody posted a solution for this.
But, somehow it should be possible.
Bitmap2Material also comes to mind, have you looked into it?
Not the best transitions, but you can improve them by using a little dodge/burn on the albedo.
And even after you find it , it nevertheless does add color to depth values within transition areas and thus spoils a perfect true Photoscan based depth. Imo, that Bitmap2Material is such a pazzle and a pain in the a..., you better forget about it and do it all manual or in Substance Designer by exposing tweaks of two "make it tile" nodes, for color and depth separatly, and then blend things exactly how you need it with masks you may have .
Also do it with depth/height channel, not the normal one
I will have now a look at the tutorial, lets see...