well its true you could do the work in blender, i dont know much about that specific program
i do get modelling pretty good though, I've used alias wavefront power animator v8(mayas parent) and
wings3d(the simplest editor ever created, and one of the best free ones) and gtkradiant,..
what your modelling in blender is not very complicated to do in gtkradiant. I could replicate that geometry in gtk in less than a half hour i guess..
now your idea is to do something like this: at least this is how i would achieve it were i thinking along the lines of your 'canyon" being a repeating tile on the ground and sides, but not a tile which repeats on the sides/top of the bridge, the trick is you get the textures in a single large file and make sure you can put the edges up against one another, this means extending the image data from one texture onto the other..
you need to keep in mind is this technique is about making the entire side of the stone bridge in one texture image, and then fitting the texture to the bridge width... you would aint the entire scene in a rectangle and leave put the same part in both images use for the "overlap" areas..
sorta akin to skybox making, the "corner seams" connecting three different image files at a shoulder/armpit or elbow
1. func_groups in gtkradiant just means you grab all the brushes (solid geometry shapes) and call them one piece, like your color coding, projecting just means you put a camera entity and face it down at those brushes and tell it to paint your texture on them from projection instead of individual facial coordinates.. thus youget one big image and tell it to hit all the brushes you want it on via projection... that is one way, it is mainly for near flat areas, very low range angles, when things get off a certain angular point in gtkradiant the textures twist 45 degrees.. so we tell the texture how to be dealt with by the engine in a script. we specify the angular direction of the "projection" either using a camera connection of one entity to a target position or by just sticking the texture to the brushes in any setting at all(it can be upsidedown and fit 1X1000) the SCRIPT or shader tells the q3map2, the rendering compiler how to place them, and the game engine how to draw/align them.
although, yours looks relatively simple to achieve with a couple of large wide textures, the work that you put into the imagery is the key, highly detailed things.... and having optional versions of the similar theme.. such as having two or three versions of the same texture with major modifications to everything but the edges...
if you are interested i can help you via a msnm client to learn some of the basics to get you up and running in gtkradiant... i mean sculpting things like your model there... i've got a pretty solid grasp of how to with gtk... (pardon me if i mistake you for who knows naught/little about gtk.. cause there are many tips/tricks that are not in tutorials...
now i know this is neither of your choices... not alphamod or model, its a sort of trick, start with a base texture tiling on all textures that will have touch edges, it may be that in some places with this method you only need a detail to cover the meeting place of a couple different texture corners...
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