Hey all - What I tried doing just now was to actually make a procedural shader, so I plugged in the colour map into the colour slot of the shader, and applied it to the front wall - then i increased the 'Repeat UV' to 12 in the LMB Inputs, and it works fine! But - it's as it is, I want to add some variation in the texture, I wanted to add some dirt and grime over the texture etc, so I'm gonna have to cancel that idea.
I seriously can't get my head around this whole situation. My UV Snapshot from Maya comes out as 72.53 x 72.53 cm, at 72 dpi, but the texture itself I want to use it 99.1 x 57.29 cm, and at 72 dpi. So you know to fit 12 copies of the texture to fit the span on the building i want to decrease the size of the actual texture to 8.26 x 4.77cm - does this sound right?
But whenever I do this, the texture just gets hammered, and becomes pixelated.