I'm interested in how you would create a basemesh for a rock cluster that is heavier on shapes & form than it is on surface details. Would you go 1 solid basemesh or would you use a few meshes that are then mashed together to create the smaller shapes, that then ultimately end up as 1 in-game asset? So something like this:…
Thats what I do usually, create like 2 or 3 rock pieces and then copy paste mash them together. The seams you can mask nicely by just adding dirt or moss in there when you are finalising. No need to voxel merge or whatever, you'll only end up creating more work for yourself imo :).
What I would do is create a smattering of quick rock sculpts just the basic forms. I would then bring these together in the shape I want, scaling rotating and positing them into position and then add another sculpt pass. Then retopo the whole mesh, uv map and texture.
In this video he crafted his base mesh from separate elements that he then booleaned in to 1 solid mesh, before sculpting. Is that step necessary? Could you not bring in the mesh when its created from different, separate elements and sculpt those while ignore the inner areas where the intersections happen?