Creating high-quality tiled texture in blender only issue

You’re fixating with nodes too much, and therfore perhaps not understanding the rest of the advice you’re given. Nodes have nothing to do with UV unwrapping. Either select your entire model in edit mode and do U >> Smart UV Unwrap (like in the video), or place seams manually.

At this point, your main problem seems that you don’t seem to understand what UV maps are, and how they work. The suggestion made above to look at some UV unwrapping tutorials is a good one, and will help you.

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as I said I tried rotating the UV map …the problem is it never fixed the problem I made this topic for…go to the first Pic I posted of the corrupted Texture under the building and under the grooves. The “box” suggestion was the closest we came to a solution.

Ok I’ll learn more about UV unwrapping…keep in mind that the same suggestion of smart projecting has been made and executed before I created this topic…when UV unwrapping didn’t solve the issue…I created this topic

I might be wrong here, but I don’t think you’ve ever actually showed us your UV map, which in itself would be a huge help.

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To clarify UV mapping, generated cords and object cords are different ways to map your texture.

You have to decide which one to use, they will all work properly if they are setup properly.

Object and Generated coordinates do not use the UV map at all.

As the tutorial you are following uses UV coordinates you should not use the box map option in the image texture node. It should be set to flat because UV maps are flat.

A UV map is a 2D representation of a 3d object. It is similar to origami (or paper airplanes) where you make a 3d object by folding a piece of paper. UV unwrapping would be the reverse of this, you unfold your 3d object until it sits on a flat plane.

It is a complex subject for a quick step by step explanation.

This video will help you understand UV mapping.

I recommend you take time to watch it as it will help you understand what UV mapping is and how to use it.

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Ok @DNorman I watched it…thanks for the vid. Although it doesn’t solve anything. I wanted to point out to something–>


The house is built using an array modifier…I tried some of what the vid said but didn’t work…it’s always stretched…as I said… it’s better to keep an eye on the “Box” solution since it’s almost the solution
if you have anything else or a different suggestion don’t hesitate to tell me

If you do it properly, it actually solves your problem. But you need to show what you are doing, or you need to share the file or whatever.

The file is too big… how can I share it?
Should we just share screenprints and screenrecordings?

A screenshot of your UV map would already be useful.

Here’s it…idk if that’ll be useful

If you rotate the UV map, does it also impact the texture on your mesh?

Edit: To clarify: I mean if you rotate the faces in your UV map. E.g. by moving the mouse over them and pressing ‘r’ to rotate.

Ik Ik…yes it does…but it doesn’t affect the bottom part…that’s the main problem

Is the bottom part the same mesh or a different one?

Kinda…it is…but it’s not a face that I can select…note that the house is built using the array modifier…I think that’s a clue to something…you can see the first part of the tutorial to better understand how the house was built

If you change the UV map (by rotating) and you don’t see a change on the mesh, it is not using the UV map. That’s the hint that is important.
It could be because it is a different mesh. It could be that the material that is used is not correctly setup (not using the UV), … .

To figure out what is going on, select the bottom part (in object mode), make sure the mesh is unwrapped. Have a look at the UV map. Also check the material. Which material is it using and is the material using the UV map?

You need to unwrap properly the object that is being arrayed (the original plank)

Select the object go to edit mode, select all (A key), then hit U and select Smart UV project in the pop up.

This should give you a nice UV map that does not stretch.

Important:
One thing I have noticed is that you are using a displacement node that goes into the material output.
UNPLUG IT your planks are low poly and displacement will just distort the geometry. You should not use displacement for low poly objects.

It would be also be useful if you share a full-screen (readable) screenshot of the nodes you are using.

Here’s the detailed nodes…note that the displacement map should be attached that way for realism (Especially with PBR materials) @DNorman



Right now the critical part is to get it working. Forget about details that could lead to issues for now. Once everything is sorted out, put your focus on that again.

As far as I can see, the material looks correct. So, you either haven’t unwrapped the whole mesh or the mesh is using a different material.

Ok I attached the whole map tell me what to do

I already did it here:

And regarding the displacement, just disconnect it for now, or even better, disconnect everything, but the base color. Like that, you can focus on the functionality and not the whole node setup, but just a small part of it.

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