I am trying to create some realistic highpoly rocks in a quick way, as a learning experience of putting out good looking models in a short amount of time. By displacing a geosphere with a cellular map, and then applying more detail to it with the help of a displacement texture with a displace mesh WMS for the smaller details.
So far it's going well, but I stumbled across a problem. And that is that the displace mesh WMS modifier, creates a gap at the UV seams of a mesh:
How do I go about fixing this, without having to do a lot of annoying remodelling work by welding the vertices?
Replies
Use a 3d texture instead or make it tile