Hello everyone,
This is my first community question.
I am working on a map (terrain) system for an RTS-style project with an isometric/top-down camera angle.
I am trying to understand how they created the layered, modular, and sometimes procedurally generated rocky/cliff system that we see in games like Command & Conquer and Tempest Rising, which ensures the map’s readability.
I’ve added two visuals below for reference. The areas I’ve marked with colors in the visuals represent the structures I want to ask about:
Cliff transitions at different height levels that are sharp but controlled
Rock formations that don’t look like a single sculpted piece, but rather have a layered and modular feel
Structures that appear clean and crisp from an isometric angle, but have minimal repetition when viewed up close
A system that feels like it’s composed of multiple layers, such as terrain + mesh + decal
The Main Issue I’m Trying to Understand
In maps like this:
Are these cliffs made entirely with Landscape sculpt + material?
Or is a hybrid system used, such as Landscape + modular cliff meshes + decal + foliage?
Are the elevation layers (plateaus) created manually, or are they semi-procedural based on specific rules?
How is the sense of repetition broken when the same cliff structures are used in different locations?
How critical are systems like World Partition / Landscape Layers / Runtime Virtual Texture in projects like this?
My Current Level / Experience
Unreal Engine: Beginner level (I know materials, basic landscapes, and static mesh placement)
Blender: I’m comfortable creating modular assets
Substance Painter: I know the PBR workflow
I haven’t yet set up advanced landscape materials, procedural tools, or a blueprint-based terrain system
My goal
For my own isometric map project:
- Highly readable
- Modular
- Performance-friendly
- Allowing for quick layout changes when needed
- is to create a rock/terrain workflow.
What I’d Like to Learn Specifically from the Community
- What is the recommended general workflow for this type of game?
- For someone new to this workflow:
- Is there a tutorial video similar to this project?
- What are the fundamental principles to keep in mind when creating cliffs/plateaus in Blender → UE?
I previously worked on a very simple and similar project, but I manually added each pre-existing cliff asset one by one (ArtStation). If I could learn how this system was created, it would be very valuable to me.
If anyone knows about:
Documentation
Training
GDC presentation
Breakdown / case study
could you point me in the right direction?
My goal is not to copy the exact same system; it’s to understand the logic correctly and come up with an applicable solution for my own project.
Thanks in advance to everyone who takes the time ![]()



