The transparency guide I wrote is just for displaying in blender a preview of how it will look ingame. (Also for Blender Game Engine and rendering in blender internal [Cycles needs a different setup with nodes]) Once you finished your models and they're ready to import them in-game, you'll see how we "tell" the engine which parts use transparency UV unwrapping. Yes, It's tricky. It's one of the fields I learned a lot working for 0 A.D. and being limited to use only one UV coordinate. I thought on making a tutorial (hopefully a video-tut) explaining some of my techniques to UV unwrap. But I usually spend my free time working on 3Dmodels/textures for the game I'm not giving you a tutorial now (actualy yes, about UV overlapping ), but here are some nice tips (quoted for easier reading): -UV overlapping technique for texture tiling within the texture space. I use this technique for tiling a texture within the texture space. It's hard to explain, but I'll try anyway. 1.- Mark seams and unwrap the mesh. look for an edge loop that is almost straight and around the middle of the UV island. (Alt+right click to select the whole edgeloop) 2.- Rotate the UV island until the edge you selected is almost vertical on the UV editor: 3.-Scale the selected vertices on the X axis until is totally or almost a straight line. Key "S" for scale, "X" for scale on the X axis, and number "0" if you want them totally straight. (may cause a tiny bit of distortion, but it's ok) Once it's aligned, with them still selected, "Shift+S" => Cursor to selected. And the 2d cursor will snap to the vertical edge selected. 4.- Select the 2D cursor as the pivot point (left image). Select the right (or left) side of the UV island and hit "S" to scale, "X" to scale on X axis, and on the num pad hit "-" (minus) and number "1". This will make the right part of the UV island to overlap over the left "bending" on the straight line we accomplished. This is the result: Pros: You avoided a seam and there's more texture info (texels) per polygon (more detail) Contras: Depending on the texture, UV overlapping (or UV mirroring) is more noticeable. If it's a complex mesh you may get noticeable stretching. Practice makes perfection.