>Bow<
First post, new to this forum.
In zbrush 3 - 3.5 I used zbrush to create seamless ground textures on a project using a plane3D polymesh. With wrapmodes set to 1 for brushes, I completed the texture. When reducing the mesh divisions to generate the normal, zbrush 3 - 3.5 would generate a flawless tiling normal. In version 4 this no longer happens. The normal map has mucked up edges, and now my process which worked great, no longer functions. Red Border indicates blank spots where the normal map did not stretch towards the map borders. I am unsure why zbrush decided to drop this function, because it was very, very useful.
resulting normal:
Are there new options that need to be activated?
Also Why were the default UV’s removed from the “Plane3D”?
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