The tiling texture can be useful because Marmoset is not just for hero props and or uniquely unwrapped characters. It is a functioning realtime render engine. Therefore if one were making an environment with tiling materials this would be applicable. In the case of a human or character perhaps, wrinkles and macro detail are stored in a detail map while the skin itself is a tiling material that needs control over tiling.
Its pretty standard to see the control over UV tiling across multiple packages, (Max, Maya, UE4, Unity, SP, SD all have these same controls)
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Its pretty standard to see the control over UV tiling across multiple packages, (Max, Maya, UE4, Unity, SP, SD all have these same controls)