@Sid Sinister
Thank you, I think I understand what you mean. But so I'm more clear Let me try and make it simpler. For this particular test I;m using Blender 2.45 . The results seem the same for Blender 2.48, but I'd have to switch to linux to test that and at the moment I can't.
Let's say I have a model that just has a floor and a wall. The floor has a tiled texture of a rug or something. Just to be clear as to what I mean by tiled is that the same image repeats over and over across the face(s) of the object. The wall also has a tiled texture, but maybe not the same number of repetitions as the floor and it is a different image than the floor. I import this model into Blender as an OBJ .
Because the tiling was already set before the import, the UV map should already contain the proper scaling for the materials, right? Or is this assumption where I'm going wrong?
Anyway, when I go to face mode, the texture is tiled and the UV coordinates are wider than the image - that seems correct. Do I still need to unwrap the mesh? because when I do, that's when the problems start. Let's say I don't unwrap it and leave the texture coordinates as they seem from the import. I would now add a blank image, and then bake onto it. But if I do, the original image of the material gets baked black and the mesh becomes textured with the black image. Both the new image, and the original texture image are now black.
Let's say I do unwrap it and rescale the UVs. I then add the new image and bake. I get really strange results - usually missing chunks of the original texture. I've attached a screeny of this effect.
Here's a step by step process just starting with a plane and using blender's procedural textures. This seems to do exactly what I expect - I get a baked tiled texture so I'm not sure what the difference is when I start with an already textured model.
1. Start a new project
2. Press X to get rid of the default cube if it is there.
3. Press SPACE and add a Mesh > Plane
4. Press S and scale it to maybe 5 or 6
5. Create a material for it. Press F6 to add a texture and just choose Stucci
6. Press F5 to return to the material panel and choose Map To
7. Make sure Col and Nor are highlighted
8. Drag the Nor slider any where from 15 to 20
9. Under Map Input, choose UV
10. Split the window and open the UV/Editor Screen
10. Press F to go to face mode. Press A to select all the faces
11. Press U to unwrap. Use Reset
12. In the UV/Editor, press S and scale the UV's larger than the grid
13. Press f12 to look at the render
14. Scale the UVs differently and the press f12 to see the difference. When satisfied, in the UV/Editor, choose Image > New
15. Bake the image
If I load an image and try this instead of using the procedural texture, the resulting baked image isn't tiled.
Enjoy your day.