A vertical rock face textured with 4096 x 4096 textures for colour, specular colour and normal map and a 16 bit 1024 x 1024 file for displacement. The rock needs a subdivision level of 2. Smaller details are handled by the normal map. There are two different versions of the rock textures as can be seen in the images. The scale for the Maya scene has been set to meters, and the cliff has a height of 20 meters. The large wall is really only meant as an example. It was entirely built up from the cliff elements. To build a cliff, just weld as many pieces together as you need. They are horizontally tileable. Then bring in large scale irregularities with deformers, soft select tools and sculpting. Finally you can add the columns to make vertical ridges and to break up the tiling patterns that may become visible. The Maya files contain rather elaborate shaders with procedural fractals to generate more variety and to further reduce tiling effects. For the ground above the Cliff face I have mixed two image files with a procedural mixer. The result is projected down onto the ground with a projection node. It is easy to load your own image files into the file nodes, and the projection node will merge the textures seamlessly with other landscape geometry.