@ThinkingSapien Not much to tell, really. It's two textures: a seamless wood and a seamless metal. I just eyeballed the UVs as I made each piece of wood, making sure they were internally consistent (aspect ratio) before scaling to make the pixel size match the rest. Then when I duplicated any piece, I just dragged all its UVs to provide some variation.
Unfortunately, this technique does lead to wildly overlapping UVs, so it's no good for light mappers.

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