The texture tiles "mostly" ok by the look of it (i checked in designer) there's a couple of areas where I'd expect to see some sort of spike but nothing that would cause the sort of gap seen in the last image assuming a 1:1 ratio of faces:pixels - unless one of the meshes was rotated relative to the others. I'd put this…
theres a breakdown of the sculpt process here: http://www.thepixelcrush.com/blog/astr0naught/23/8/2014 and the formatted post on my blog: http://www.thepixelcrush.com/blog/astr0naught2
It's going to feel quirky and different if you want it to behave like a 3D program. This is because its designed as a painting program that can have more in common with Photoshop or MS Paint than it will a 3D program like Max or Maya. Since you're completely new, I would suggest taking a few minutes to learn the following…
Why do we have to "normalize" our normal maps? Here's an example that hopefully helps illustrate it! Notice how the lighting is messed up in the edited normal map. You can't see the windows anymore on the dome and donut, and even the flat background is reflecting the wrong colors. This came up in my last post; I shared…