And about the iphone do not separate the uvs... As they said you can cut but keep connected the uvs together... or the number of vertex will be not cute here :) You can see an example I done with Unity here about the UVS//vertex number conflict : http://samavan.com/divershelp/Test_TriangleStrip_Cube_A001.jpg And here…
Not sure whether this would be pulled off in max or in the engine, though I figure in the engine, which we are using unity for the iphone. After putting multiple tiled textures on a larger diffuse to keep draw calls down, back in the geometry I would just copy & move the planes, for this example we'll say the ocean plane,…