Project 2 was all about unified texturing and taking advantage of more than one quadrant of the UV space to capture as much tilable resolution within a scene as possible. Whether this method is actually used in a game is questionable, but it was still a learning proccess for me. I learned how to bake normal maps and ambient occlusion and for the first time, I began creating specular, gloss, emissive, alpha and diffuse maps on top of my color maps.
Lo-res scene with details using texture: