Lately I was working with some textures. I had a model, and for texture work in zbruch and photoshop,
I had to use unwrap uwv. I guess that’s a term in 3d max.
Not sure how you call it in other software, but I guess name shuld be similar as well as function.
So i selected parts of my 3d model, corrected seems, and used pelt mapping in most cases.
Again actually it does not mater. the main idea is that at the end i had something like this:
So when it comes to zbrush naturally you don’t see any seems where two texture blocks connect.
You work without knowing that they exist. (more or less)
But when it comes to photoshop, You yourself must make sure that all pixels corresponding to other texture
blocks pixels (at the edges of texture blocks) Are either same or very similar color, so that when you use
your texture back in your 3d program, no one would see where texture blocks connect.

But how on earth do you do that?
how do you manipulate image so that each edge pixel in two separated texture blocks would be the same?
I am sure there must be solutions, or work arounds. I would be very happy to hear how you do it.

But I was thinking, what if we would have a plug in for photoshop ( gimp? corel photo paint? …? )
that would help doing that?

the idea is to create two “guidelines” for both texture blocks, they could resemble curves in photoshop.
So first here is an image to better understand what do i talk about:

seems

so if, lets say i use brush tool and draw in one block of texture, and at some point brush moves out
of that texture block, crossing one seem, and  “magically” it appears in other texture block, crossing second seem.
it would be like working with tilling textures. or better example, like this OLD game “snakes”, where u have to
eat stuff, and as a result you get longer, but you can not bump in to yourself. but you can hit the right side of
your screen, and you will end up in left side of screen. The idea is the same.
You hit green seem line from one side, and you appear crossing also read seem in other texture block.

OK and now lets imagine a bit more complex situation.
well might be its not more complex, just for a sake of this example.

seems1

so if, lets say i use brush tool and draw in one block of texture, and at some point brush moves out
of that texture block, crossing one seem, and  “magically” it appears in other texture block, crossing second seem.
it would be like working with tilling textures. or better example, like this OLD game “snakes”, where u have to
eat stuff, and as a result you get longer, but you can not bump in to yourself. but you can hit the right side of
your screen, and you will end up in left side of screen. The idea is the same.
You hit green seem line from one side, and you appear crossing also read seem in other texture block.

OK and now lets imagine a bit more complex situation.
well might be its not more complex, just for a sake of this example.

 seems2
so we see a situation where same edge is shared in 3 texture blocks, and how the same edge represented in
each block has different length and shape.

free transform
OK my representation of “free transform” tool is not very accurate, but i hope its good enough for understanding.
I guess “Free transform” tool is quite limited, therefore you would be able to control it only on one texture block,
and other one (on next texture blog) would be automatically generated…  or we write free transform tool too :)
Now in a case of brush (look at second image) it might at some points appear in 3 different locations on screen, on 3
different texture blocks.

well, any one needs an idea for computer graphicks degree work? That could be it :)

p.s.
If such tool wuld exist…
the author could go further, and write another plugin for max/maya/xsi to eport seems….. or?
it would take years to define all seems in photoshop for more coplex objects..