Spyndel, thanks for your answer. I just tried using alpha with radial symmetry as you were suggesting. And it worked like a charm, but only with a little zintesity (12) - left. With zintesity (25) - right, places where two alphas are stitching are getting overblown:

though this approach leaves sort of a “bug/glitch” where the stitching goes even with low z-intensity (hopefully you can see it on screenshot):
(but it’s not as obvious from distance for an eye)
I also tried a noise maker (with UVs) but it leaves a seam where UVs are cutted off (it’s a good solution for making a gun handgrip but not as good solution for this kind of hings). Solution which Morgaine found will make the same problem with a seam.
Also I tried another way: I dropped 4 parallel landmarks (just to sculpt lines more precisely) and then sculpted 20 or so diagonal lines(with backtrack - line turned on in the stroke palette) in both directions. It looked not that bad but the places where two lines were intersecting (a little dot) were curved in too deeply:

So for now the conclusion is: radial symmetry with alpha makes the trick (but only with low z-intensity)