Textures corrupted after baking?

Ah, I think I understand. Hence the requirement to have two texture tiles for each material in the pool; one that has it’s UVs tiled greater than 0-1 UV space (what you’re calling ‘repeats the texture’) so that its texture atlas is packed correctly, and another that is UV mapped not-tiled (i.e. within 0-1 UV space) so that the auto-texture scaling doesn’t down sample it to too low resolution. I think I finally get it now. It’s convoluted and unnecessarily complex, but I now understand how it’s working behind the curtain. I do wish there was a better, easier way.