Game engine Tiling textures Logic

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Old 10 October 2013   #1
Game engine Tiling textures Logic

Hello, I'm creating a low poly house for a game in unity and i want to be as efficient as possible in how textures are handled. Considering I am relatively new to creating textures with this mindset, I have a few questions but first just so we don't cover information that isn't needed, here is what I already know:

Efficient low poly modeling and UV unwrapping for both unique and tile-able textures, creating both unique and tillable textures using Photoshop, Maya, Zbrush+Xnormal etc.

I am skilled in mainly Unique UV creation however, the process for getting an entire model textured using tiles is something that is alien to me.

So here are my questions:

♦ Logically speaking, what is the best way to texture a building or terrain using tiling techniques? what are those techniques?

♦ Is it possible to use multiple textures for one UV set/model? Or must the model be broken up into separate models to distinguish the UVs to use different tile images and Unique textures?

♦ Assuming the first part of the question above is true, is it more efficient for a model or scene in a game to have many small textures that include both tiled and unique textures? or is just one or two large textures that fits all the object/s Uvs better?

♦ Is it possible to single out and tile just a portion of a Texture?
 
Old 10 October 2013   #2
Check out the Polycount wiki. It should answer most of your questions.
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Old 10 October 2013   #3
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