I have noticed that texturing wise we are constrained to a set starting UV scaling, some parts this works. But others they start off scaled up way too much which makes scaling down impossible. It appears the scaling is based on the surfaces bounding box/general world scale. I’d expect UV’s to be purely world projected triplanar. Regardless of size the tiling should be consistent, or expose the tile/scale slider to go in the negative so we can match the density on neighboring surfaces. Otherwise they will never match up.
Great point. Wee just discussed that actually - we plan to allow entering the number of repeats manually for both horizontal and vertical repeats - this will give you more freedom to control the way textures are mapped on the surface. As for a manual UV mapping - that’s currently not on the roadmap, but maybe we will improve it in other ways.