[ QUOTE ] how do you unwrap something like that to be able to use tileable textures? [/ QUOTE ] You can simply extend uv coords outside [0..1] to get tiling. UV coordinates will always map to some point in a texture, and the mapping is done so anything that is contiguous in uvspace will texture nicely. This means that for…
What if you had a 2048 wall and two or three different 512 panel types, and wanted to mix and match? In that case would you have a multi-sub texture and simply apply different material IDs to each section of the wall, leaving the UVs the same? And I'm assuming you'd have to engineer your wall to support that by slicing the…