From: Immortal Crumb
How do you adjust the repeats & offsets accordingly when you apply the textures? Is there any method or do you just tune the values until it looks "right".
Of course there's a method. It's simple math.
To stick with that 10x40M wall example, here's how to calculate the repeats:
1. For the repeats, each of the four 10x10M sections would get 1/4 of the texture in one dimension, and 100% of the texture in the other. So the repeats would be 0.25, and 1.
2. For the offsets, each section needs to be a multiple 0.25 in one direction, and just 1 in the other dimension. For the .25's, we know that the no object is in the exact center of the wall, so there can be no offset of zero in that dimension. The border between the two innermost sections is the center, which means, each section has to be offset by half of the repeat value, 0.125. The two outer sections then each need to add another 0.25, in order to align properly with the inner ones. So the values we end up with are -0.375, -0.125, 0.125, and 0.375.
Alternatively, you can use a script to automate the alignment process, such as TexFix or EasyTexture, as long as the surfaces are coplanar. For non-planar objects, it has to be done by hand.
From: Immortal Crumb
Then I want to know about when you bake the textures then export the images. Is it one image per object or does maya make a image for each side of the object you bake?
It depends on the build. For that wall example, I'd simply make one texture for the visible surface. Assuming there will be a floor underneath, a ceiling overhead, and three more walls enclosing the space, then four or five of the six sides of each cube won't be visible. There's no point in baking textures for those. I'll just create one plane in Maya for the interior surface, and if necessary, another for the exterior. That's it.
For a cube in which all six sides would be visible, I'll create a polygonal cube in Maya, and UV it so that all six sides end up in a reasonable configuration on the canvas. That's assuming I don't need a large texture on each side, of course. If I need six 512x512's or 1024x1024's (both of which would be exceedingly rare occurrences), then I would of course need to make more than one texture.
From: Immortal Crumb
By the way, where do I go to see some of the objects you've created with this method?
I'll save you a trip. Here are some screenshots.
Below is a post modern lecture hall I created for a client. Sorry, but I can't say who it is (NDA). It's actually part of a set, but I can't photograph the rest, since to do so would show parts of the build that the public isn't supposed to see. This was really the only angle I could safely get.
Note, the surface the building is sitting on is their creation, not mine. Also, unfortunately they deleted most of my interior shading. When the building was first made, there were really nice shadows on the floor and walls. The playfully repetitive angles of the wall sections, skylights, and window muntins were designed specifically for that purpose. But now, only the exterior shading remains intact. Oh well. There's still enough there to make it a pretty good example of the technique.

Next we have an homage to the honeymoon suite from Superman II. It felt appropriate, considering the name of the sim it's on, North Pole.

I'm actually not thrilled with how the floor came out on that one. But the client liked it, and I wasn't about to argue.
This torture chamber, also from the North Pole sim, was made by a friend/colleague I subcontracted to help me finish a few things I didn't have time to do. He did an outstanding job, I think, using the exact same technique we've been discussing.

More in the next post...