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Sandstone rock

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.

Final rock asset from different sides.

Final rock asset from different sides.