here's a quick example of the torus: The downsides are a couple (for Zbrush, at least): - my geometry is such that even tho my UVs are 'square', the actual polys on the torus are stretched...so what I see in ZB is not exactly what I get on the seamless normals (did an earlier test, and Z didn't like the overlapping UVs I…
Thanks for the reply Ben. This is unfortunately using the 2.5d sculpting, and doesn't work for sculpting on a plane like in my example. Perhaps there is no way currently to nicely create tileable normal maps (not using 2.5d). If no one has done this, maybe Mudbox has some solutions?
Ben + Pior: I'm actually warming up to this 'circular wrapping'. I think the most practical use is for texture strips. Especially long, thin strips -- obviously a very common application in environment texturing. But it isn't necessarily limited to that. I still think that tiling in u AND v should use a different approach.…