Rocks and cliffs are pretty tricky to make. You get problems already at the blockout stage, because these shapes are not just random chaos – it’s chaos that still follows a system. You also get problems later during texturing, because the asset is quite big and texel density becomes an issue.
In this small project I did a short making‑of, so you can see my workflow and the tools I used to solve these problems. I think it can be helpful, especially for people who are just starting with 3D environment art. I also share a few tips that are very universal and not limited to any specific software or type of rock.
The first two rocks use different materials.
The third one is just a simple base color fill, without any detail material.
Keeping texel density when you scale an asset is a very useful tool. It lets you reuse the same asset many times and build whole compositions from it without obvious visual repetition.