Texture Tiling In Photoshop Using Modern Methods:
Get a map setup that looks the way you want it to, but doesn't tile
Use 3D > New Tiled Painting
Set your image size to 300% (Image > Image Size)
we do this because it is a 3x3 tile we're looking at
To go into the pretiled image, double click on the layer (underneath "Diffuse")
This will take you inside the texture where you can edit it untiled
save and close to go back to the tiled version (ctrl+s then ctrl+w)
Useful Maya Grid Settings:
Display > Grid Options
512
16
1
test
Double click the skybox mesh in the scene
Static Mesh Actor
Static Mesh Component
Override Lightmap Res: on
Override Lightmap Res: 0 (zero, this means vertex lit or no light)
Lighting
Cast Shadows: off
Tiling Content in Photoshop using 3D Layers:
By doing so we can see the tiling in real time
Main menu
3D
New tiled painting
Blending In The Material Editor
Linear Interpolate to blend textures/colors:
Create a constant3 (color)
create a texture (drag a texture in)
create a constant
create a linear interpolate
linear interpolate
A = Color
B = Texture.color
Alpha = Constant
change the constant to adjust the blend
http://www.hourences.com/tutorials/ use a very low res spec texture multiplied with a high res texture (essentially, the low res one acts as a mask) put an additional channel in the normal map, strip it out, use it for something else, and use derive normal to get the channel back multiply a channel by itself (square it) and then give a level effect, to get a specular map from diffuse