Uncharted is on of those game series that made me take a closer look in game development and want to become a better artist.
Being obsessed I started looking into every piece of information about how the series was created. From level design to Art to Animation and mocap Naughty Dog always has a nice way of informing the public on how they go about making their games. Which is very benefiicary especially for young aspiring artists as they get an insight of how a game company works.
There are many different ways to create tiling textures, the one I used to prefer the most was where you build your base mesh in a 3D application like Maya or Max then move it into Zbrush, sculpt all the little details and bake all you information down (normal, cavity, AO etc.) to a low resolution model I first learned this techniqe from Sean Marino . This method although it gives the best results it is also the most time consuming in my experience. That is until I found out the tutorial guides of Tate Mossesian and BradfordSmithboth artists at Naughty Dog. The only prerequisite is that you have to built up a library of different meshes such as stones, rocks, bricks etc. in zBrush, which is fine because those can be re-used in many different ways and in many different variations.
The results I got were amazing having 2 different set of Diffuse images (one from the polypainted data and the other procedurally generated through masks in Photoshop) for each texture allowed for more variation and when combined with the normal and height map inside UDK I got a very nice bump offset results.
Whichever method chosen it saves up a lot of time especially when utilizing some of zbrushes features such as the IMM (insert multimesh brush).