Exporting tiled texture? I have plane in blender. On that plane I have single texture (512x512) that repeats itself and makes my "floor". 

What I would like to do is export somehow new image for further editing. That image would contain same texture that is repeated, in same scale that I see in blender.

Take a look at image, please :


On the right I have that 512x512 texture, on the left is the result of texture tiling.
I want to export tiled image that we can see on the left in 3D editor, into new image that I can modify further in other software, then import it back.

I did see couple of videos and tutorials of texture baking, but I can't seem to get it right. Is texture baking what I need here, or there is other way?

Also I should say that I plan to use this texture in Unity, therefore I don't need solution that would only work in Blender. 

This problem bothers me for quite a while, I used to make my textures in 0-1 space, but that gives horrible results for larger models. I really need to find a way to do this right, it would greatly help me in future texturing.

Thanks!
So you are trying to make a tileset in unity3D, using blender?
I did just that. Mine is simple, like this:



Notice how the larger tile (to L-turn) is much larger than the others. Still, it is only one square texture for each of them. The trick is to UV-map it correctly.

Here is the UV-map for the L-turn. It wraps the texture twice.



Here is the UV-map for a simple tile. It wraps the texture once.

 

So for a long floor tile, you have two options. 


Make a square floor tile with simple UV-map in blender and repeat it several times in unity (preferred).
Make a long tile with "long" uv-map in blender and use it once in unity.


No baking!

If you bake a tiling texture to a polygon UV-mapped as yours you are ruining your texture resolution. If your texture (512px) tiles four times it has an effective resolution of 2048px (4x512). If you bake that to 512 you have reduced your texture resolution 4 times. You could bake it to 2048 and keep the resolution but you would end up with very large textures. 

It might also be so that unity downsamples your texture when building the game and you loos quality again. It is a matter of settings, target device and quality.

In any case, I advice against baking.

The reason that it works inside blender is that blender can use texture of odd resolutions and multiple textures per face.

You might be able to make a shader that combines two textures with different tiling in unity. But then how would you position it?