Seamless Maker
A texture tiles cleanly when its left edge continues into its right edge, and its top into its bottom. The usual trick is to shift the image by half its width and height, which brings the mismatched edges into the middle of the frame where you can see what you are doing, then blend them away.
This does both steps, with a blend width you control. A narrow blend keeps detail but can leave a faint line. A wider blend hides the seam but softens a band through the texture. Check the result in the Tiling Checker.
It is seamless but still looks bad tiled.
Seams and repetition are different problems. Once the edges match, one eye-catching feature still gives away the grid. Tone it down, or break it up in the shader.
Does this work on normal or roughness maps?
It works on any map, but blending softens normals near the seam. Make the albedo or height seamless first, then regenerate the other maps from that.
Related: Tiling Checker · Material from Photo · Levels