Oh I understand now. Well for doing that properly, put the hanging parts to a third texture/uvmap, so you can scale the wall's uvs without messing up the alpha's scale compared to the wall. Or, tile with the shader.And then you don't need the third uvmap. You can tile just the diffuse/normal/spec and not the alpha if you…
Now Im a little confussed :) sorry about that, but it my first game scene, so everything is new :) So I could put the hanging parts and the trim in the same uvmap for example? But I think maybe we not thinking the same thing when I said the "fluffy" edges? beause its not only on the hangning parts but also around the hole.…