I spent 8 fucking hours learning how to blend terrain meshes, so you better believe there will be more of those on my site in the future. I made a cliff face and a sandy area by distorting a plane. Then, I applied some sculpt brushes I found online to get some details, and some proceedural textures for the rest of the detail. The lighting is from the Nishita sky texture, and the character models are both ripped from Space Marine II. The Deathwatch Marine has an Ultramarines pauldron, which was more dificult than I expected as the chapter symbols are baked into the texture. Some clever use of blending types and one stencil later, and I had an Ultramarines pauldron.
That was all the easy part. The two terrain meshes had an ugly as fuck seam, and I couldn't figure out how to remove it. I ended up watching three YouTube videos, failing, and then spending multiple hours of trial and error. First though, here's how I made the blood spray. I used a particle system that instanced metaballs, made them real, and then used a displace modifier with a black texture and a mid-level of 0.010. Back on the terrain, I made a vertex group containing the cliff, and added a vertex weight proximity modifier that had the ground as the source. I used that in a data transfer modifier with the same source that copied the normal data. I used a geometry nodes modifier to copy the weight data to an attribute, and used that attribute as a mask for a mix shader to blend the textures, and that's how I got the super smooth transition.