heres a tutorial showing a workflow i developed for creating perfectly tiling meshes in zbrush for things like cliffs that are baked down onto low poly meshes that follow the normal maps mesh http://osart3d.wordpress.com/tutorial-creating-perfectly-tiling-meshes-in-zbrush-for-use-in-videogame-environments/
thanks for the tutorial! sorry Im not to sure about some stuff, I might just be being stupid why is it necessary to use the centre of the mesh only? if youve exported that displacement map from zbrush cant you just make the displacement map tile in photoshop and then put it onto the plane in zbrush and be done with it?
Ged- you could but there are a few reasons i do it like this, 1- you can see the shapes your working with in 2.5d which i think is better 2- the x2 thing allows you to sculpt in to mesh after displacing without causeing any seams at all you just need to remembr to make each bruch you use warp x2 if you go over the edge 3-…