Mapping a terrain evenly I haven't thought of it before, but is there a way to map a terrain evenly?
What I would do is subdivide a plane, asign to it a texture and then sculpt it to make it uniform. But, from the sculpting process the texture suffers as a result because it stretches as I sculpt. Here's what I mean (These are low poly examples just for demonstration, but with high poly count they can be made to look the same, but the texture suffers) - 
What I do - 



How I think should be done - 



As I do it (image 3) if the terrain was flat, the texture will be evenly mapped along the mesh.



But on a bumpy terrain the texture will stretch (Image 4)



That wouldn't happen on an even topology (image 2).

Is this a topology issue or a mapping issue? Is there a solution for this?

Note - I want to map a terrain without squishing and stretching at all. Is it possible?
That wouldn't happen on an even topology (image 2).


Yes it would.

Sculpted surface has a larger area than the flat one, stretching is inevitable.

What you wanna do is to sculpt the surface first, then texture it with Clone Texture brush and bake the texture. That way it won't be stretched on the model but instead as a result it will be stretched/squashed in UV editor (which is fine).