So, kitbashing is a thing. You make a bunch of repeatable objects that can be used to make a more consistent model, which is great.
Right now, I'm making rocks. It's been a great learning experience off of Kent's workflow. It got me thinking though about a rock kitbash.
I'm making high poly models, making a low poly retopo and then extracting maps to texture it so it looks like the high poly, but how do I go about kitbashing that way?
I know the obvious answer is 'kitbash with the high poly objects' but I'm sculpting to the point of 4mil faces and my computer has 'Oooh err...please don't do that again' moments with those sometimes. I'm wondering if it's possible to kitbash using only low poly retopo's and their normal maps, and turn it into one model with one normal map?
I'm having a hard time imagining how kitbashing would help when it comes to modeling rocks specifically. Could you give an example of what you have so far and what kind of result you are going for? Perhaps you could just paint the super high res details with a bump map instead of sculpting. If it's for a game you could bake that into a normal map, and if it's for cycles then you could use it as a microdisplacement map.