Many of the material I generate are metals, woods, stone, fabric. and hides. This makes them represent craftwork really well. I love a lot of Celtic designs. The free flowing slightly asymmetrical symmetry and patterning is perfectly represented in their art. In most situations this is what we need. Computers do precise calculations. Nothing is ever out of place. We have to add gentle imperfections to make things believable. I learned that lesson early on when texturing while doing 3d models.
Adding dirt, rust, and other weathering to small tiles isn’t enough. Those imperfections will repeat and eventually become obvious to our subconsciously trained eyes. So while many of my patterns and styles are amazing starting points, it’s the art of adding additional weathering elements that make many of them work on a large scale.