I'd like to point out that there are subtle differences between an arid environment and a semi-arid environment. The intend with this particular scene is to border towards semi-arid, mainly to support plants and a few spots of green to break the otherwise monotone of a hot and dry true arid environment (or also known as a desert).
I was forced to take a break yesterday but I hope to continue working on this. I did encounter an oversight with one of the assets - the larger rock pile - in where I incidentally applied alpha blend in regions where plane UVW causes stretching, so I'm going to have to pull that out, update it, and re-populate it in the scene, a manual process. You might wonder, what's the big deal about a bad alpha blend? Well, know that I am utilizing hand-painted application through vertex painting, so all assets look like these when viewed individually in 3DS:
I no longer work with box UVW (unless the target mesh is literally a box-type object!) due to the seams it creates. The grey cliffs that are part of the main terrain for example use a separate UV channel on the main cliff mesh and the two adjacent transition meshes to create a smooth texture flow with no edges. Pushwall uses similar methods in some APB levels.
Edit: Solved this already by just re-painting the merged mesh collection within the main scene, herpaderp.