it’s not really a work in progress but i didn’t find a better place to post it. what i tried is simply for testing purpose to stomp out of a square a kind of pilar (which is why it looks crappy) which i plastered quickly with a texture that ran across my fingers just in time (not matching just for testing as it shows stretching quickly).
now the typical way games texture such ‘terrain’ uneveness is using top-down projection. the left image has this. the typical problem there is stretching on the top. on the right side i did a separate uv-mapping and fiddled with the coordinates. the outmost vertices still form a square and hence would allow to continue on a projected plane.
now this here is more a kind of question. what ways are there to texture such a terrain like hill or pilar if you need to have the coordinates of the outmost vertices to me square in size (in uv-coordinates) to allow you to continue a terrain? or rather, how you do terrain the best in blender? this is what i came up with but it doesn’t really please me.