So, you know the basics of working with patches, and you want to add blends. Blends is a nice way to add more detail to a plain texture, giving it a more "dirty" look, if you so choose.
As you can see in this image, a blend has been used to make the edges of the walkway seem more "dirty", as it's next to a grassy area.
A blend is essentially a terrain patch, with a _blend texture on it. (This means any texture that is set to be a blend texture. Generally they have _blend at the end of their name).
But applying the texture isn't all! We still need to actually blend out the texture, whish essentially means making it fade. Changing it's transparency allows us to control what parts of the patch will, and which will not show the texture, and in what degree.
Firstly, create a Terrain Patch. Select your patch, and apply a _Blend texture to it. These can be found by looking at a texture's name. Easiest way to find _blend textures is to open the texture-search, and put in "_blend".
Here is an example of how you can use blending to produce the feeling of a texture being "overgrown":
Firstly, I start off with having my base, a brush textured with "berlin_floors_concrete_tile5". Note that this isn't a blend texture, as it's not the texture we'll be blending.
Then, I create a patch, 10x10 above my brush, and apply a _Blend texture to it, "okinawa_terrain_grass_densedmoss_drk_blend"
It's worth noting, that the blend texture can lay right ontop of the brush. It might flicker in Radiant, but ingame it'll look good. It's when you have more than 1 blend you need to have them atleast .25 units above eachother, to not get an error. For demonstration, I put the blend .25 above, so its easier to see.
moving on, I made a 10x10 patch, which means there is a total of 100 verts for me to change upon. I can move these verts around if I choose, but for this example, they can stay right in place.
Selecting a few verts, I press G to open up "gVertex Color/Alpha Editing.
Now I can choose how transparent I want my selected verts to become. For my sake, I'll take it to completely transparent, 0. Dragging the Alpha Value to 0, I then make sure to check off Alpha, before I hit apply.
As you see, the texture slowly fades into the verts that are now invisible, creating a nice effect that looks smooth.
The result? A nice transition from the two textures. Add in some foliage, lighting and maybe a few models, and you've got yourself a nicely detailed area!