As an environment artist in games this is something that always stumps me: how to plan and structure an asset pack of modular cliffs for big environments (specifically environments with a lot of rocky, big/steep cliffs and cave areas). This far it's nothing I've really had to do or something I've had the opportunity to see…
We have some examples on the wiki fwiw Halo 4 here http://wiki.polycount.com/wiki/Modular_environments Uncharted 3 examples https://polycount.com/discussion/98332/uncharted-3-environment-art-dump-anthony-vaccaro/p1
That is a way to do it, but usually rocks and boulders have very different characteristics from cliffs in terms of shape and details. When creating rocky environments you usually want to retain a consistency in detail level and shape size, even if they might be made from the same rock/mineral type. So if you take a human…