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.