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IS is geometric seam or just uv map seam?
Found the answer with Z-Brush. I'd quit using it after mudbox was released.
http://www.pixologic.com/docs/index...p_Mode_Tutorial
Thanks for ideas.
It would be great if this was possible in mudbox... prefer the application. The UI in zbrush doesn't follow interface conventions.
You could create a plane, subdivide it and seperate the uv seems for every quad so you could place them all corners in the same location of the uv grid.
It wouldnt show with sculpting, but you would get it with painting, which you then could use as a guide.
It is a hassle and a workaround, but this could work.
I need to find a way to create seamless tileable displacement maps in mudbox.
I'm creating a rock texture for a large area I would like tileable
maps. With tileable maps, I can move the UV's to pull different areas
from the same texture, and it would be ideal to be able to use the area
across the seam.
I've seen Wayne Robsons video here, http://www.mudboxhub.com/s/videos, but that technique doesn't work with sculpting.
Thanks,
Zach Gray