Blender Old UV applied on top of new UV I've been doing something that may seem weird. 

My workflow has been separate objects using loop cut into separate faces. I then use UV to apply a texture to all of these faces. It has been working fine for 2 different maps I've done, but now it's glitching in a weird way. In the photo you can see the outer wall, and a glitching inner wall. The inner wall is not any different than the outer one and was copied from it pre-uv and loop cuts. The outer walls are overlapping in the same way as the inner ones, and everything I do with the inner walls, they keep breaking the textures and applying both a Unwrap and (unwrap) reset texture simultaneously. 

This is happening whether the inner walls are overlapping each other or not. So it is nothing to do with the face that they are intersecting as far as I can tell.

Anyone care to explain to me what is going on? Only certain walls are refusing to apply the uv map correctly and there is very little difference between the ones that are and the ones that aren't.



I've added the file here. This isn't the one I took a picture of, but the house in the middle has a wall that is doing the same thing as the the hedges.
I assume the problem is this:

This flickering can have a few reasons, in your case it is an accident that happened while modelling. You duplicated that wall and left the duplicate in the same place. It has a different UV Map than the original, so both walls try to show their (different) texture to the viewer, resulting in a heavy fight.
To resolve it, delete one of the walls. Select one arbitrary face, and run the Select Linked command. Then delete those selected faces:

Do this for all problem walls, and make sure to check the ones that seem right as well. As long as the UV Map is identical, you might not spot the issue at all.