Water blocks ?! oh my! do you mean the greenish blocks ?
They were supposed to be a sort of blue sea rock of some kind that's going to be canned in the final game, Since i didn't care for how it turned out.
I tossed it in UDK to test my new shader that works with fisheye so we can now stretch a large texture across multiple blocks.
Lets say.... If a block is moved, the texture updates in realtime so that it stays aligned with the rest of the blocks, (a sort of automatic Texture UV mapping effect.)
This way if we want a tiled texture than we wont have to cut up a larger 128 x 128 texture and apply the resulting 32 x 32 tiles to each block 1 by 1, and or every time a block is moved or cloned than the textures are always aligned. This literately saves days when producing level layouts.
if you look below you can see that each block tiles nicely with its 128 x 128 texture across multiple blocks.
I marked where the textures would need to be divided if we used the smaller 32 x 32 textures to make up the larger one.
EDIT: there are under water sections going on under the mirror like water, complete with water physics.