Ok, So I made a texture in PS, which is fully tileable. Then I created a heightmap, and then I use this map in ZBrush, in Displacement slot. And What ZBrush made is in every border of the plane, takes the ploygons in propably Y axis, I guess. And then In Photoshop, there are seams. Look:…
Popeye9 but it's working only for zbrush, while I'm baking in xnormal. I dont want to render normal, AO, cavity etc in Zbrush. bugo: I use ZBrush plane for this. As always for the tileable textures. I don't heard about Wrap mode in ZBrush. Maybe it's time to check this out? First I make the tile in PS, then I applied it do…
The canvas in zbrush leaves a border. It has to do with the way they render stuff. Marcus_civus wrote a really handy script to work around this if you dont want to paint out seams in Photoshop. Here is the link to the post explaining it and download…
So, here's a question, are your square uv's before displacement inbetween 0-1? I usually use the regular zbrush plane for this. Are you using the wrap mode to sculpt? If you are go to transform and select only Z axis to sculpt, some of the brushes wont work that way. I usually do whatever sculpt I want, get the…