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 and explaining why and how the steps work, Im sure it will be a help later Ive not done much low poly enviro work so its hard to understand why things work the way they do sometimes.
Sheperio: Fantastic tutorial man, It was a bit hard to follow at times (I suppose a few more images of the work flow would help...it's probably because i'm more of a mudbox user). keep up the great work :) hope to see more
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?
How did you sculpt the transition piece while still keeping it tileable? "- you can take two of these meshes and blend between them to create transition peices" Great work BTW!