In an isometric system, each tile can be painted with texture. Normally, (if I recalled the technical term) the fastest method to paint these ground tiles with appropiate texture is to use something like UV mapping. However, that is not what I have seen on most of isometric tile-based game (such as final fantasy tactics). For example, if I map the texture onto each grid, then the texture would appears to be flat. Now, in modern day game, each tile may have some part sprouting out (for example, grass). What I want to ask is how should I implements the isometric system such that this feature is supported?
The next problem is, if I implement such feature, then I have to make change to the art process too--- UV texture mapping will not work anymore. My question is, what change would I have to make to the art process? How would an artist color a 3D isometric tile?
Basically, I just want to know how this isometric system will work out for both programmer and artists. The grid system seems to require high degree of coordination between programmer and artist.
EDIT: Rephrase the question