This is likely a very simple question, but it’s posed in an extremely roundabout way due to my inexperience with graphics. I’m basically trying to assemble a very crude mockup of a city street, and I had assumed that it would involve lots of long, wide cubes to serve as the basic surface for streets and building facades, and lots of small props and decals to break up the monotony. However, I’m finding that even very simple textures look awful when I try to scale them. As an example, here’s my latest attempt at the street. It looks fairly decent, for a low-effort prototype:
The problem is, if I highlight what I actually used to make this, you’ll notice that the actual pavement is a boatload of 1x1x1 cubes:
This feels like a really cruddy workflow: it’s labor-intensive, slow, and extremely repetitive, and if I want to nudge one small thing, it necessitates selecting a large number of blocks and moving them. This brings us to my very first attempt, where instead of 25 1x1x1 blocks, I tried to use a single 25x25x1 block with the texture applied:
This looks terrible by comparison, because it’s taking a texture meant to be a small bit of pavement and blowing it up. If the pavement is longer than it is wide, something that’s true of nearly all streets, it goes from slightly bad-looking to outright unacceptable, because in addition to being blown up the texture is suddenly grotesquely distorted along the long axis.
The same issue applies to building facades, bridges, and really anything you would want to apply a single base texture to. I’m sure this is a very simple concept for level design, but how am I supposed to deal with this? Is there a setting somewhere on mesh primitives I can use to tile a texture instead of stretch it? Does this have something to do with the texture itself not being properly designed? I’ve had a lot of people advise me that building modular parts and assembling/kit bashing levels inside the editor is the cleanest workflow, so there must be an obvious way to handle this that I’m not thinking of.