Quick disclaimer: I'm relatively new to Blender, and so I apologize in advance for my ignorance.
"What is the best way to approach modeling a Low-Poly crater in Blender?"
Here's an example of a crater on Earth. I'd like to use the low-poly art style and make different variants of craters similar to this.
I've tried two approaches so far:
Bézier curve: I tried using the Bézier curve tool to outline a crater from the top view. I then sub-divided the ground and crater into triangles, and then randomized the materials assigned to each of the faces. This was very time-consuming, and the end result feels very unnatural.
Sculpting: I then tried sculpting for the first time. While it looks nothing like it, I think I'm on the right track, but I'm clueless as to how to achieve the desired result. The terrain (when imported into Unity) feels a lot more natural, but I cannot seem to get the sharp ridge on the crater walls right.
Are there any better means of achieving this result? Any help would be much appreciated.