There are different mapping methods available in the texture room. I had this dude around for an illustration I am making, so I tried to show you some differences. The standard mapping takes UV coordinates in consideration, so there are smaller checkerboard blocks on the haircut, cillindrical or cubic mapping 'project' texture on the object, but then you still get deformations. Actually checkers is not the best example, because those squares need to get distributed on a non-square object you will get deformations in every method. Gottago! Good luck with it!