This is a quick look at the modelling process for a collection of rock formations I made. Using a volumetric workflow I created a set up that could be both easily modified and changed based on direction and feedback.
A look at the base shape, the generated volume and the resulting mesh.
The UVs were made by hand. I would have preferred this to be more automated, but all in all it went fairly smooth.
Some of the assets in editor. They were textured using mega scans in Substance Painter
The assets in context. Switching up scale and rotation the different formations act as building blocks where i try to get as much variation with as few types of blocks as possible