The 3D Handbook
Guide

Tileable sculpts

Sculpting a surface that repeats seamlessly, then baking it to a flat plane to make a tileable material or trim. Setting up the canvas, wrapped sculpting in ZBrush and Blender, laying out pieces from largest to smallest, checking the tiling, baking and finishing in Substance Designer.

sculptingtileablesmaterialszbrushblendersubstance-designer

A tileable sculpt is a sculpted patch of surface whose edges match, so that once it is baked to a flat plane it repeats seamlessly as a tileable material. It is how many studios make stone, cobble, brick and cliff textures with hand-made shapes that procedural noise struggles to produce.

The sculpt itself does not ship. What ships is a set of maps (height, normal, ambient occlusion, masks) baked from it and finished in a texturing tool. See digital sculpting for the craft in general and procedural materials for the finishing stage.

#Where tileable sculpts are used

#1. Decide the world size first

Write down how much of the world one tile covers, for example 2 × 2 m, and at what resolution. That fixes the texel density and the real size of every stone. The arithmetic is on tileable materials. Sculpt at that real scale, with a human-sized reference nearby.

#2. Set up the canvas

You sculpt on or above a flat plane that represents one tile. Any detail that crosses an edge has to continue on the opposite edge.

Left, a three by three grid of one repeated tile showing oval stones; one stone crosses the tile's right edge and its other half appears at the left edge of the next tile; the central tile is outlined in orange. Right, a single tile with a brush stroke that leaves the right edge and re-enters on the left edge at the same height.
The rule of a tileable sculpt: whatever leaves one edge comes back on the opposite edge. Wrapped sculpting modes do this for you.Diagram by the handbook author

ZBrush WrapMode. With WrapMode on, brush strokes wrap across the edges of the tile. Sobotta sculpts "the plane with "WrapMode" on" and checks the tiling constantly (ArtStation: Erosion Breakdown). Sergii Zlobin (FRAGLAB) makes two square planes, one for navigation and a slightly larger one for sculpting to avoid artefacts, and warns: "Always check wrap mode is 1 when switching brushes!" (80 Level: Creating a Stone Wall Material in ZBrush…).

Blender Tiling. Sculpt Mode's symmetry settings include Tiling: "Using this option allows you to seamlessly tile your strokes along the given axes" (Blender Manual: Symmetry). Tile Offset sets the tile size per axis; "the default tile size is set to one unit" (Blender Manual: Symmetry). Make your plane exactly one tile in size, or change the offset to match it.

Without a wrap mode. You can also duplicate pieces that cross an edge and move each copy by exactly one tile width. This is the manual version of what the wrap modes automate. FlippedNormals' short video Making Tileable Textures in ZBrush presents another ZBrush method for tiles (YouTube: Making Tileable Textures in ZBrush - Top…).

#3. Sculpt the pieces separately

Do not sculpt a wall as one surface. Sculpt a few individual pieces (stones, bricks, rocks), then arrange them.

Each piece follows the primary, secondary and tertiary forms: primary mass, secondary planes and breaks, then a little tertiary detail. Zlobin adds cracks and damage with alphas, then polishes with a fine pore brush and a morph target (80 Level: Creating a Stone Wall Material in ZBrush…).

#4. Lay out from largest to smallest

Place the biggest pieces first and fill the gaps with smaller ones. Sobotta: "I start by laying out the Largest rocks on my canvas to setup my tiling sculpt. Always working from Largest to smallest I start layering in Rocks" (ArtStation: Erosion Breakdown). In his river rock layout, polygroup edges mark the tiling boundaries, and an ID mask is baked for use in Substance (ArtStation: River Rock Breakdown).

Rotate and offset repeated pieces. Zlobin rotates and moves bricks slightly to avoid a flat surface (80 Level: Creating a Stone Wall Material in ZBrush…), and rotation also hides that four bricks are being reused.

Sobotta's beach cobble tiling texture laid out in ZBrush. Look at the mix of stone sizes, and follow the stones at the borders to the opposite edge.Jared Sobotta, via ArtStation

#5. Check the tiling constantly

Check as you go, not at the end. Sobotta says to "constantly check in 2.5D for tiling" (ArtStation: Erosion Breakdown). Outside ZBrush, render or bake a quick preview and view it tiled 3 × 3. Look for three problems:

  • Seams at the borders.
  • Hot spots: one distinctive stone that repeats into a visible grid.
  • Uneven density: an empty corner or a crowded strip that shows up as a band when tiled.

#6. Bake to a plane

Bake the sculpt onto a flat, square low poly that matches the tile exactly. Typical outputs are height, normal, ambient occlusion and ID or colour masks. Zlobin bakes in Marmoset Toolbag, which he calls "the fastest and most flexible" option, and uses GrabDoc with a flat colour shader to create colour masks in ZBrush (80 Level: Creating a Stone Wall Material in ZBrush…). See baking and height and displacement maps.

When using ZBrush's 2.5D canvas, note that on Polycount, Bek warns not to press "bake" in the layer palette, because it "will cause a seam within zbrush" (Polycount: ZBrush Tiling Sculpts).

A tileable dungeon-brick material sculpted in 3DCoat and baked to 2K maps (Sketchfab: brick wall), shown on a simple 200-face mesh. Orbit to a grazing angle and then switch to wireframe in Sketchfab's model inspector: the bricks and mortar gaps you saw are almost all in the baked maps, not in the geometry. Then look for the tile borders and check for the seams and hot spots listed in step 5.DJMaesen, via Sketchfab

#7. Finish in a texturing tool

The bake gives you shape. Colour, roughness and small detail usually come from Substance 3D Designer or a similar tool:

#How to make one

Sections 1–7 above explain each stage. This is the same process as a short recipe for a 2 × 2 m stone tile in Blender, with the ZBrush equivalent in brackets.

  1. Fix the size. One tile covers 2 × 2 m and will be baked at 2048 px, which is 1024 px per metre. Model the tile as a 2 × 2 m plane.
  2. Turn on tiling. In Sculpt Mode, enable Tiling on X and Y in the symmetry settings and set Tile Offset to 2 m on both axes, because "the default tile size is set to one unit" (Blender Manual: Symmetry). [In ZBrush, turn on WrapMode, and check it is 1 after switching brushes (80 Level: Creating a Stone Wall Material in ZBrush…).]
  3. Sculpt four pieces. Sculpt four stones of different sizes and proportions as separate objects; Zlobin's "four bricks with six unique surfaces each" give enough variety (80 Level: Creating a Stone Wall Material in ZBrush…).
  4. Lay out largest first. Place the largest stones, then fill with smaller ones, rotating repeats (ArtStation: Erosion Breakdown; 80 Level: Creating a Stone Wall Material in ZBrush…). Copy any stone that crosses an edge and move the copy exactly 2 m to the opposite side.
  5. Check tiling. View a 3 × 3 preview and look for seams, hot spots and empty corners (ArtStation: Erosion Breakdown).
  6. Bake to the plane. Bake height, normal, AO and an ID mask onto a 2 × 2 m plane at 2048 px (80 Level: Creating a Stone Wall Material in ZBrush…). See baking.
  7. Finish the material. Add colour, roughness and micro detail in Substance 3D Designer or a similar tool (ArtStation: Rock Breakdown; 80 Level: Creating a Stone Wall Material in ZBrush…). See procedural materials.

#Video tutorials

#Use in recent games

The finished tiling materials built from sculpted rocks and atlases. Look for the large sculpted stones and the smaller scattered ones between them.Jared Sobotta, via ArtStation
A ZBrush and Substance Designer material shown flat, the way a tileable sculpt is baked and checked.Jon Arellano, via ArtStation
A shipped tiling stone material from the Gizeh tombs, made with ZBrush, Modo and Substance 3D Painter.Paweł Kostecki, via ArtStation

#Further reading and watching

Sobotta's beach cobble texture from start to finish in ZBrush and Substance Designer, originally recorded as a live demo. Watch on YouTube

References

  1. Jared Sobotta · Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  2. Jared Sobotta · River Rock Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  3. Jared Sobotta · Creating Beach Cobbles in Zbrush/Substance Designer: Free Tutorial · ArtStation · web · accessed 2026-10-21
  4. Jared Sobotta · Erosion Breakdown · ArtStation, 2023 · web · accessed 2026-10-21
  5. Paweł Kostecki · Indiana Jones and the Great Circle - Stone Tomb Wall Material · ArtStation, 2025 · web · accessed 2026-10-21
  6. Kirill Khafizov · How to Make Atmospheric Stylized Modular Ruins with ZBrush & Substance 3D · 80 Level · article · accessed 2026-10-21
  7. Sergii Zlobin · Creating a Stone Wall Material in ZBrush, Substance 3D Designer & Marmoset Toolbag · 80 Level · article · accessed 2026-10-21
  8. Blender Foundation · Symmetry (Sculpt Mode) · Blender Manual · docs · accessed 2026-10-21
  9. FlippedNormals · Making Tileable Textures in ZBrush - Top ZBrush Trick · YouTube · video · accessed 2026-10-21
  10. Polycount forum (I Fought A Bear, m4dcow, Bek and others) · ZBrush Tiling Sculpts · Polycount, 2013 · forum · accessed 2026-10-21
  11. DJMaesen · brick wall · Sketchfab · web · accessed 2026-10-22
  12. Paweł Kostecki · Indiana Jones and the Great Circle - Tomb Kit · ArtStation · web · accessed 2026-10-21
  13. Jon Arellano · God Of War Ragnarok Materials · ArtStation · web · accessed 2026-10-21
  14. Jared Sobotta · Beach Cobbles Creation in Zbrush + Substance Designer · YouTube · video · accessed 2026-10-21
  15. Tyler Smith · Primary Shapes · ArtStation Learning · course · accessed 2026-10-21

Last updated 2026-10-22