I'm trying to make walls with the less possible geometry, but I stuck at the texturing. I'm using a quad as a wall and when I texture it, this is how it looks like:
The texture is stretched. I know why this is happening and the only way I know to solve it is by adding extra geometry (subdividing the quad equally) and using the extra UV coordinates (that are overlapping with each other) to repeat the texture.
I tried to make the UV isle bigger (I think this is how you achieve tiling in Blender) but it still doesn't look right.
So how can I do that?