Adding a premade masonry textute to entire building

Hi,

I’m trying to apply a nice masonry texture to my building I have drawn. I made a node tree for the masonry with the normal, occlu, displace, … maps according to this video by Andrew Price: https://www.youtube.com/watch?v=W07H7xeUnGE

What I get is this, my plane: (bad lighting)

How do I apply this in an easy way to my entire building which is this:

Copping the plane over and over on the surface of the building is a lot of work and isn’t a nice result:

I’m fairly new to Blender and still learning a lot! So, it would be wonderfull if someone could help me out with this!!

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Hi,

I think the reason you have not received any responses is that it is unclear what you men by
“Copying the plane … isn’t a nice result”

What are you trying to achieve?
The plane stretched completely over each side of the building?
A seamless tiling of the texture multiple times on each side?
Something else?

Regards

Martin

Hi,

What I would like is to have this texture on the entire surface of my building. Without it getting stretched. So a seamless tiling of the texture over the entire building is what I’d like to achieve.

At the moment I got this texture applied to, let’s say a plane of 2 by 2. What I did is putting the plane in front of the building (of the walls) and coppiying it serveral times to get the entire wall while adjusting the coppied plane to match the windows and such.

I hope this makes it more clear?

the normal approach to this is to unwrap your mesh. (google it, as there’s so much about uv unwrap…)

it’s also possible to use box projection, but it’s not very controllable, and can give some strange results depending on your mesh.

You want to keep your proportions even when you apply the brick texture, so you want to keep the areas you apply it to equally proportioned, or else manually scale the texture while applying it.

Here’s what I do…

Select all the areas you want to apply the texture to where the faces are pointing in the same direction (i.e. skip inset faces around windows and doors). Select Unwrap (first option in the Meshes menu). Scale using the keyboard method until the proportions look right and remember the scaling amount you used. repeat these steps for each side of your building, using the same scaling. When that’s done, go and unwrap each face of each window/door inset separately. Check the scaling because it will sometimes be rotated or already scaled. Check the applied texture at the building corners to make sure the bricks line up. Use the Grab tool in the UV window to adjust.

If you apply the texture to the whole side and then scale it to your satisfaction, rather than to apply it in smaller sections, you’ll get a better result.

Also, make sure you’re have Repeat selected in the UV Mapping panel of the Textures Properties window.

first create seams on the edges of your model then unwrap, then see how you can scale your texture to get a nice fit.