It probably would be PB if you were only doing this for one map, but I suppose if you ever wanted to build up a large texture library for multiple projects, like perhaps multiple maps across a mod, it might be easier to do it this way, and you could potentially end up with a smaller filesize if you were making large outdoor areas. Like if you had multiple large outdoor areas in the same kind of environment each prebaked texture would probably have to be split into 512x512 squares anyway. This has a set maximum of fourteen textures for any two blended textures, so it might end up being smaller.
In any case the only reason I actually did this was to see if it could be done. I doubt I'll ever actually end up using it in a map.
And the reason it is 14 in this case is because the texture only tiles on opposite edges. Rotation and negative scaling would reduce the number of textures, but it would leave a seam at the edges. You might get away with that depending on the texture though.
Tutorial for CTThe blending can be achieved in Paint.NET by putting each texture on a separate layer, then using the transparency mode of the gradient tool:
Set the primary colour to black, and the secondary to white. Clicking and dragging from left to right on the upper layer causes the left side to be opaque, and the right to be transparent, exposing the layer below.
ExampleLower Layer:
Upper Layer:
Gradient:
Use the cursor position to make sure this is correctly horizontal/vertical and consistent. If you really want to do this method you'll have to do this a few times.
End Result:
Make sure you have each of the textures shown below, then in the map just fit them together
like jigsaw pieces: