workflow for creating sculpted tileable Tiles in blender? As a sculpted tile I want it to be exported just as a OBJ textured quad, And I want to use Blender to bake also NormalMap, HeightMap, AmbientOcclusion.

How do I carefully sculpt my tile? (not necessarily by raising/decreasing only height: even custom morphing is allowed, in that case the baked texture should be projected from top anyway) as long as the final exported result is:


1 quad (2 triangles)
tileable diffuse texture (do I have to paint it before or after the tile?)
tileable normal map
tileable height map
tileable ambient occlusion map


Any tecnique is fine.

everything should be baked, exporting the tile as a high poly mesh is not my goal (Even though it could be a desiderable option in a future time) since this is for a mobile game using physically based shaders.
I checked also on blender forum. There is currently no simple workflow. Some workflows require offseting the mesh to sculpt over seams.

Seems there's a patch for the issue submitted in 2015, but seems it was not officially accepted yet.

https://blenderartists.org/forum/showthread.php?373956-Wrap-mode-for-Sculpt

If anyone has any idea on how to do that he is wellcome anyway^^.

Seriously thinking to try to write my own plugin, unluckily I'm totally new to Blender python API