This tutorial walks you through a workflow that I have developed that allows you to create perfectly tiled normal maps on perfectly tiled lowpoly geometry, especially useful for cliff faces and rough stone surfaces.

Stage 1- create a height map in ZBRUSH
- First create a Ztool, I created a simple beveled cube in maya, then stamped some shapes into it in Zbrush and saved it out as a tool.

- Create a new document at the size of your intended map.

- Load the tool in and start drawing them on the canvas, draw them in empty space but don’t go over the edge of the document.
- Use the Tilde key(~ or @ if in the UK) to offset the canvas (hold it down and move the canvas so the centre is offset to the edges).
- Fill the space in the middle.
- Repeat until canvas is filled making sure no gaps are left.

- Click on “alpha” on the right hand side of screen and “grab doc”, this will give you a height map
- Export this to PS
- In photoshop double the size of the canvas and then copy the heightmap into the space so that you have a map that tiles twice

Stage 2- apply heightmap to flat plane
- Create “plane3d” and convert to polymesh

- Subdivide with “smt” off to roughly 1 mill or above for a 512* or 4 mill for a 1024
- Go into edit mode
- Import the doubled up map
- Making sure the alpha is in the alpha slot open the displacement dropdown in the tool menu
- Type in a value into intensity (I used ten, seems to give you roughly the same height as the document you made the heightmap in) and press the “apply displacement” button
- Export the tool as an obj at the top level and at the bottom level


Stage 3- re-jigging the LP
There are two methods for this and it depends on the shapes your making. and how optimised you need the finished mesh, for large cliffs then method 1 is generally fine, but method 2 takes longer but will provide more optimised and better shapes.
Method 1
- Import the LowPoly into your package, im going to use maya but all the principles are the same across packages
- Select the centre quarter polys in the UV map (in maya I do this by selecting the four dead centre polys then expanding the selection till the correct polys are selected)

- Seperate these UVs
- Invert selection and move these outside 0-1
- Reselect the central UVs and normailse them so they fit exactly 0-1
- Re-export the OBJ

Method 2
- Export a medium tiling mesh from Zbrush, something that your 3d app can cope with (say 20k polys)
- Build an optimised mesh over the top of this using it as a guide to get the shapes right, just model the centre section
- Instance the mesh 9 times one on each side and corener of the central mesh moving each one 64 units for accuracy
- Snap all the edge verts together, and merge the objects into one mesh
- Delete all the faces beyond the central tiling section leaving an extra poly on each side for correct seamage
- Setup uvs like in method 1 making sure the extra polys are outside 0-1
Stage 4- baking
Use whatever program to bake out the textures you need

Stage 5- re-jigging the low poly (again)
- Reload the objs, and apply the new maps you have
- Select all the faces outside 0-1 in the Uvs and delete
- Instance the objects and create and continuous tiling mesh
- Merge all the verts and smooth all normal
There you have it, a continuous tiling mesh.



Tip on speeding the workflow up
- Delete faces in the HP that you dont need beyond the centre section of the obj, being carefull to leave an overlap, this will speed up rendering times no-end
[...] defer writing content yet again, and instead send you Owen Shepherds site to look at his post, TUTORIAL – creating perfectly tiling meshes in Zbrush for use in videogame environments. This tutorial walks you through a workflow that I have developed that allows you to create [...]
Pingback by rsart - Rick Stirling, games artist » Blog Archive » TUTORIAL - creating perfectly tiling meshes in Zbrush for use in videogame environments — October 12, 2008 @ 2:13 pm
wanted to say that your tut looks awesome. But I’m getting a snag early in the process that I was hoping you’d be able to help me out with. I’m using ZBrush 3.1. I am at the point where I need to offset the canvas the tilde key does nothing, so I tried to find the option under Document menu but it wasn’t there either, so if you could point me where to go it would be appreciated
-Zach
Comment by Zach — October 16, 2008 @ 11:49 pm
i have an european keymap and the tilde key is now moved to the “ø” key (next to the “L”)
Comment by knut — July 1, 2010 @ 12:45 pm
Can you clarify what exactly Step 3 achieves?
Comment by chris — August 3, 2010 @ 9:55 pm
You just used a flat rock texture with the AO map made by the sculpt right? (Just talking about the diffuse)
Also, how did you create the dirt texture? Just a plane with an alpha channel fading it out, and moving it up along the rocks or something?
Comment by David Nordahl — August 5, 2010 @ 10:12 pm
awesome, thank you.
Comment by Ovidiu — October 9, 2010 @ 1:44 pm
TUTORIAL – creating perfectly tiling meshes in Zbrush for use in videogame environments andquot; Owen Shepherds 3d game art portfolio…
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Trackback by Z-Links — March 29, 2011 @ 2:22 am
TUTORIAL – creating perfectly tiling meshes in Zbrush for use in videogame environments " Owen Shepherds 3d game art portfolio…
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Trackback by Hotaru CMS — April 1, 2011 @ 9:16 am
How do you turn on Alpha in the right menu? Im not getting anything.
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[...] 15. Creating tiling meshes in ZBrush for use in videogame environments [...]
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