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enter image description here

I know how to UV mapping and projection mapping however, in this image, uv mapped using top projection result texture is not bleeding or stretched.

Even side faces is not stretched

I think there's another way to projection uv or another mapping? (Or decal)

I don't know how he made this.

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Assuming* the topology of the wall is as it appears in your image and that it appears this way in-game, this could be first projected from an orthographic front view:

enter image description here

Then the UV mapping scaled, and the top face manually adjusted to minimize distortion:

enter image description here

enter image description here

*3D game assets have different design constraints than models intended for still or animated 3D art -- it's likely that the horizontal beams of that wall are not modeled in, they're from normal maps on a flat-sided wall with a rounded top, and Jachym Michal's answer shows how that was done for in-game. Also, your example image is concept art, and the top-down projections shown were likely done in 2D software (moss maps overlaying 2D images of the walls).

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No projection magic, just good ol' manual unwrapping.
All texture variants follow the same rules, so one UV map works for all

enter image description here

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  • $\begingroup$ But it's not a flat wall as your answer shows, it has a rounded made-of-logs like shape. Yet the image isn't distorted by the shape - this indicates projection (from the side IMHO, not the top) to me, assuming that's how it looks in-game instead of just in the 2D concept art. $\endgroup$
    – KickAir8p
    Commented Mar 23, 2022 at 13:38
  • $\begingroup$ On later thought, looking over other images from the article ( magazine.artstation.com/2021/10/… ), that part of the walls may be flat with normal maps giving them the made-of-logs look. In which case your solution would be accurate. $\endgroup$
    – KickAir8p
    Commented Mar 23, 2022 at 14:14

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