Recently i’ve been browsing some stuff from UE4 library and I noticed, that some assets have really strange UVs. Take a look, just some piece of a floor with 3 materials (fbx. file):
And that’s how it’s uv looks like:
It’s waaaay over the bounds in which you have to usually keep your UV. It seems that such uv map lets you make tileable materials even on very big meshes. My question is: how does it work and how can I do this in Blender?