I wanted to give a non tiled texture because I wanted to capture all the carvings and normal map blocky look of the original high poly mesh , the low poly I could surely ise a tile but wouln't look that good or detailed ..... Here is how the Uvmapping and distribution of checker pattern looks in3dsmax and with the non even…
The engine do the caustics all alone , tough I advice that it can create weird seams of the models in water are overlapping or seamed uvmapping , so for good caustics in water it needs to be a very smooth and almoust one single uvmapping block to avoid bad caustics seams , couse those get mapped on the uvs of the model....