I know it's a noob question, but why would you want to do anything but texture a mesh in the 0-1 UV space? For instance, say I wanted a mossy tree. Couldn't I just unwrap the tree in the 0-1 UV space and uniquely texture it getting the same result as if I used a composite of a tiling bark/moss texture? I'd use less textures this way. It makes sense to me that you would want to do nothing but texture in a 0-1 UV space, but I'm sure there's a reason why it's not always the go to process. No matter what you're texturing you still have to unwrap it in some form, so I'm just wondering what the benefits are to expanding the unwrap outside the UV square.
Replies
At the bottom of the page and on the second page, should help you out. Think there's some stuff in the wiki, too.
That is usually when repeatable textures are more helpful - when there are a lot more things to be made. In any case, it's good you are questioning these sort of situations.
I'm sure you'll come to this situation and realize there was a better way of doing it after you've already done it - so is the ways of gaining knowledge and understanding - every project should hopefully be one that you learn more and take from, as even game companies learn and adjust.
Now, I could've kept the uvs within the 0-1 box, but then I would have to fiddle with the tiling of my material in UDK, and it's just quicker and easier to do it in the unwrap editor.
One other thing about draw calls. I know 1 texture = 1 draw call. If I use this texture on completely different assets, does that still remain the same draw call or is it a added draw call?