At one point in the game, the hero travels through the canyon. Creating procedural generation of cliffs of the canyon turned out to be quite an interesting task.
First, I sculpted a shape from clay. It took more than 10 kilograms of sculptural clay. I tried to convey the layered structure of the Grand Canyon. It was decided to make only three layers. I looked a lot of photos of the canyon and highlighted some interesting references.
At the next step I scanned the resulting model using photogrammetry. For this, I took 88 photos of the canyon from different angles. The resulting model has 3,000,000 polygons.
Then, from a 3D model, a height map was formed, which I cut into many small sections. When the game generates a canyon, it takes these sections, mixes them in random order and lays out them along the previously generated spline to form a height map of a cliff.
Unfortunately, the map in the game has a resolution of 0.5 meters per cell and cannot represent all the details of the original model, however, the result still looks good, and the creation process was very fun.