This procedural asset showcases a workflow for creating a destroyed wall without relying on sculpting software like ZBrush. The goal is to keep the process fast and simple, allowing you to quickly generate a proxy model for testing in Unreal Engine. Once the proxy is validated, a high-resolution mesh can be created based on the original design. This mesh can then be used to generate normal maps or be optimized for direct use in Unreal Engine with Nanite.
Here is the workflow of using the system.
This is a sample of a small area showcasing the wall generator system.