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I am new to blender but know it's bases.

I am trying to make this -> enter image description here

scene in Blender in 3D.

i don't know how to make cliff, here i am just using a plan with sculpting and texture to make the cliff. the problem is that, when the texture is applied, it's appearing at all single faces of the plan i am experimenting with some vectors but it didn't change anything. PLEASE HELP!

enter image description here enter image description here

Image Texture -> enter image description here

Also, if you have any tips on how can i improve the cliff or other scene, please tell me that too.

For Blend File - > https://drive.google.com/file/d/1IXiBC1klRo_UImtVFZXEPdWi7t1q0Vrk/view?usp=sharing

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  • $\begingroup$ you probably need to unwrap again because your faces must overlap, mark some seams or use another method $\endgroup$
    – moonboots
    Jan 3 at 12:24
  • $\begingroup$ where do i mark seams in a plane? $\endgroup$
    – Dev Partap
    Jan 3 at 12:30
  • $\begingroup$ oh ok sorry I thought it was a volume, so just unwrap again? $\endgroup$
    – moonboots
    Jan 3 at 12:35
  • $\begingroup$ i did that but now it's even worse, every face is now randomly taking 1/4 of the texture $\endgroup$
    – Dev Partap
    Jan 3 at 12:43
  • $\begingroup$ could you please pack your image (File > External Data > Pack All Into .blend) and share your file? blend-exchange.giantcowfilms.com $\endgroup$
    – moonboots
    Jan 3 at 12:46
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All your object is actually made of seperate meshes as we can see if you do a simple unwrap:

enter image description here

So in Edit mode select all and AltM > Merge By Distance, then unwrap again. Also it is very high poly, are you sure you need so many faces? In that case press AltJ to untriangulate, then CtrlE > Un-Subdivide, choose the ratio in the Operator box, then unwrap again.

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  • $\begingroup$ thank you, it worked, well i subdivided many times because i was going to sculpt it with rock brush. $\endgroup$
    – Dev Partap
    Jan 3 at 13:59
  • $\begingroup$ yes but once you've sculpted you'd better bake the normals so that you can work with a low-poly version $\endgroup$
    – moonboots
    Jan 3 at 14:02
  • $\begingroup$ Got It, Thankyou. $\endgroup$
    – Dev Partap
    Jan 3 at 14:07

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