Modelling plies of rubble

Hi!

I’d like to create a great variety (size and diversity) of rubble piles for game(Unity), so both textures and polycount should be efficient. Now I’m wondering what is the best method to do this.

It’s ok that I make the low polys and sculpt some details, add noise, or I just sculpt the high and decimate it to create the low poly. So i have the individual pieces, what now?

I could bake all those individually and create separate maps for each pieces, then composite a pile from them, but then I will have many maps, many draw calls, so I don’t think it’s the way to go.

I could make a pile from some selected object, uv unwarp them as one object, bake it etc, but then I would have to do the UV unwrap, texturing for each piece for all the piles.

Also, how you bake these kind of stuff? I guess if more piece shares the same uv spaes it’s better to bake while the parts are apart and not intersecting each other, and after baking I can arrange the meshes as I like.

ps, sorry for the misspell in the title :slight_smile: