I've been working on a little environment thing to go with my tiny wizard and pony, so here are some pictures of that:
Started with a dynamesh sketch in zBrush, decimated it, retopologized in Maya. Trying to figure out what I want to do with the textures now, the UVs are obviously super not finished, but I wanted to include a shot of them to show what I'm doing with my tiling textures.
The grass, stone path, and edge/dirt textures are obviously fairly basic tiling textures, the border UVs are evenly spaced and the interior UVs are relaxed to reduce the distortion. The tree/leaf and rock textures are a bit trickier, though, so I ended up doing a few tests and making some new Photoshop actions to create angled/cube/sphere textures.
So, I've been playing with different ways to tile a texture across a cube and these are my two favourite methods so far. The main difference is that the meshes on the left have three faces flipped and different edges in the middle vs the tops and bottoms, whereas the meshes on the right use the same edge/border in both directions and don't have flipped faces. Since the left mesh textures don't tile like a regular planar texture would, it actually either has to be clamped or scaled down and filled a bit, but this doesn't happen with the right texture.
Obviously this technique doesn't work great on directional textures like the wood, but the results are still a bit better than I would've expected (the initial rotation and offset makes a big difference). I'm working on variations for better directional stuff, so far starting with something at about a 22.5˚ angle seems to help.
My photoshop actions are still a bit of a mess, but I'm going to clean them up and post finished/usable versions pretty soon. The cool thing is that it only takes a few seconds to create a cube tiling texture from a regular planar tiling texture, and of course I have a bunch of actions for creating regular planar tiling textures as well (basically, the actions just duplicate, offset/rotate/flip/etc the layers as needed, and create nice non-destructive masks, though there is a bit of adaptive trickery in the horizontal tiling actions).