#blender #unreal #indiedev #gamedev
What do you think of this rock workflow?
1. Use box modeling/modifiers to create some rocky form
2. Subdivide and slap some rock height map on it to add detail and break hard edges
3. Reduce poly count to a workable amount and smooth everything to reduce shading errors
4. Let the material do some lifting
There're obviously more realistic or detailed results possible but who's got the time budget for that?
Don't forget, it's all wip 😅
