Cave parts merging - modelling problem

Hello,

I am creating a game in new Unity. It will be a bathyskaph in underwater cave :slight_smile:

I am trying to sculpt cave parts and then connect them where needed.
The workflow I have now is creating a cylinder, add loops and scale, rotate and proportional edit it until I have a basic shape. Then I sculpt some crevices and bumps on it using Blender and Sculptris a bit.
Then I remesh it to be quad only and to have a reasonably small amount of faces… like around 160K after sculpting to around 30K after remesh.

What would be efficient way to connect different parts later into one, so it looks seamless enough?
Here are few pictures of it:



I would like to connect them and then maybe sculpt a bit connected part, or put some props like rocks to hide the seam …

P.S. Here is a picture of bathyskaph also, so the topic is not so dull :slight_smile:

first step, merge all of the the “rotated quads”. that will deform the cave better, and you will have a cleaner mesh. aswell as lower polycount.
Merge marked polygons:


then select both of them, and CTRL J to join them. and simply count how many polygonds there are on each edge. try to somehow either add or remove by disolving or adding loopcuts, and once you have the same number on both sides, select both of the edges (“rings”) and press space, then “bridge edge loops”.

you cold also try to retopo it or use like a cylinder to shrinkwrap it and get only quads!

happy bl