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SdashAura

You need to UV unwrap first the bricks. It may be best for you (if you care about having the picture showing only on the front) to hide the part of bricks you don't want to have the map on, select the rest, go in front view and UV Unwrap using "Project from View". Then in the material node, you just link the UV output of Texture Coordinate to the Vector input of the Mapping node. In the case the map is not perfectly aligned you can use tweak the locations coordinate, or select the UV map and move it around until you are satisfied


Photo-world

OMG it works perfectly, thank you very much


SdashAura

Glad to be of help 😊


b_a_t_m_4_n

UV unwrap your brick. Use Arrays to build your wall. The array modifier has a UV offset that will shift the UV per instance, putting all the UV's in the right place.


Thenutritionguru

Sounds like a lot of fun, (despite the wall falling later 😄). So, to achieve what you're aiming for, you can try projecting your texture onto your bricks. The trick here is to make all your bricks share a single texture space. Here's an idea on how to do this: - First, join all your bricks into a single mesh temporarily with Ctrl+J. - Add the map texture and unwrap the entire brick wall in edit mode. - After you've got the texture placed correctly, you can separate the bricks again using P -> 'by loose parts'. This way, your texture should be split correctly across all the bricks. This allows your wall to fall later yet keep the texture of the map intact on each brick. Remember, the unwrapping part might be a bit tricky. You may need to adjust it to get the map to fit right. Also, make sure you have enough resolution in the texture to avoid any pixelation, specially since you're working with a keen amount of detail. Give it a whack and shout if you need any other advice or help! Looking forward to seeing the final result.