I’ve been exploring multiple processes of tiling textures for the last few days and still struggling to get my head around it. This is my current understanding;
There are primarily 2 approaches,
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Going into 2D mode and drawing in Subtools, manipulating them one by one. Good = Lets you use the tilde key ` to scroll your tile to help with covering seams. Bad = You can’t use insert mesh/multimesh brushes. You can’t sculpt/clean up your tile.
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Wrap mode. You can stay in 3D (2.5) mode and sculpt with wrap mode which will make your tile seamless. Good = Can cleanup/sculpt as you please. Bad = You can’t wrap insert brushes. So you can use insert brushes but only if it’s not along the edges, but then surely that will be obvious when tiling long distances?
I can’t decide which is right for me! I want a workflow that works for both organic (rock) and human built (bricks) textures. Perhaps I should be mixing both but then I’m not sure when to switch? My latest idea;
Use method 2 to layout some rough lines of where the major forms will be. If there is to be any depth (like a rock poking out of a cliff wall texture) then I need to go into 2D mode and drag in some subtools. If it’s a man made texture I’ll need to avoid placing them on the sides but if organic it should be workable to disguise seams using the tilde button and overlaying subtools etc. Then finally, save out a displacement map and apply it to a plane to get back my details. Then use wrap mode with various brushes for polish/cleanup. Export.
Sound good?