This is the model I created while building Sprytile so I would be forced eat my own dogfood and find the kinks in the workflow.
I abused booleans pretty hard in making this model.
Building these pipes showed me the value of the paint tool in quickly manipulating the UVs. I still had to take trips to the UV editor this early in Sprytile's development. Going further with Sprytile development, I hope to reduce needing to go into the UV editor further.
The ground was made to test building a more organic mesh. At this point of Sprytile's development I hadn't implemented vertex merging yet. The lack of vertex merging made constructing this a pain in the butt. This and exporting the model to Sketchfab and ending up with visible slits between faces convinced me that merged vertices is a must for the workflow.
I created the textures using PyxelEdit. My editor of preference is Aseprite but the tiling support isn't there yet.