Some of your views of tiling is probably the auto tiling of a single map, that goes outside of the 0-1 space, such as the UVs generated by Loft, or the auto tiling that most 3D engines provide.
However, what with the awareness of combining materials, lowering draw calls etc, I'm sure most of you have experience of working completely in 0 to 1 space, and tiling manually.
Here's an example of what I want to do, this is just an initial mock up of a track I'm building for the first time with line/sweep.
Getting basic tiling working in this way couldn't be easier, you just select UVW face mapping, then unwrap UVW, and position the UVs wherever you want them on the map.
However, in this case I actually want a square portion of the texture to span across 3 polygons, not one, obviously, as you can see the textures are all squashed.
Obviously what needs to be done is to scale and stack UVs in bunches of 3.
This can be achieved manually with the dot loop function in graphite modelling tools, but do any of you know of a better/more automated way?
Basically, do you know of a tool that specialises in custom tiling within the UV map? Or do I just need to make a tool myself?