That's certainly do-able. In my experience though, it's often better to sculpt a full cliff surface, as a large rock with all sides sculpted. Then you can rotate the finished asset multiple ways when placing it in the level, which hides the repetition better than using a single extruded texture. Sculpting in a stylized way…
You might find good reference here: http://www.polycount.com/forum/showthread.php?t=125954 In regards to your current model, it's also a matter of value. Assuming your skull is the primary focus, the general value of it should be amped up. Also, in particular with WoW art, think chunky details. Rarely are decorations like…
I have seen some excellent progress over the course of this thread. One thing I always like to do in cases like this is take at look at really best case examples of artists that do this kind of work. In terms of hand painted textures, WOW is always a great resource. http://www.polycount.com/forum/showthread.php?t=125737 I…
our tool is quite a lot simpler and relies on xnormal to generate the settings, but at least you can batch however many highpolies/lowpolies you want. http://www.polycount.com/forum/showthread.php?t=125244
To model this piece of fan art, I used the Hydralisk concept that Samwise created, Maya, and ZBrush. Link to HD turntable below! http://vimeo.com/12538271
http://www.polycount.com/forum/showthread.php?t=125738 I tried a PBM and as you can see people set me straight. I would be interested to see if anyone way smarter than I posts an amazing shader here though.
Heres the link from one of the devs about the shadows. http://forum.unity3d.com/threads/183031-Mobile-game-deployment-with-Unity-is-now-free!?p=1250768&viewfull=1#post1250768