Modeling and texturing the underground levels for Age Of Singularity. I finally figured out a simple boolean union workflow to connect lumps of cavern together to get organic shapes that start out already textured. The rest should be easy to do.
Basically I create a "cave-ish ball shape", texture it cubically I think, then pile a bunch together, then do an addtive boolean to connect them and remove the interior faces, then I flip the normals so it's hollow like a cave.
Try to imagine the 1st person shots here to have darkness, moody lighting, hanging vines, and fog in the distanc. That's what it'll be like.
Here's the original fb UDIC post.