Can someone explain what is 'the most optimal' way of tiling uv coordinates on a model?
I wan't this to be reliable enough to not produce seams or artifacts of any kind since all my models will use diffuse/normal/specular maps. I do know UDK and id tech has this in more complicated/advanced way, and I think that it might be overkill for me to do it that way.
So I was thinking of simply tiling uv's every time when object is scaled, for example 2x, 3x, 4x, etc. UV's would be tiled for number of times object was scaled compared to it's original size.