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How I recreate/model a cave that looks exactly like this (?):

enter image description here

I have tried using particle systems but it ended up looking ugly as the particles overlapped way too much and could not be given an individual, unique offset as seen in the image.Am I missing something regarding the particles?

Also, I'm open to any other suggestion to go about this.

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Since the question was on particles here's my take on it.

Start with a cylinder.

enter image description here

Subdivide it a number of times but make it somehow irregular with a fractal:

enter image description here

Then create some cuboid object (I put it on a different layer so that is out of the way...)

enter image description here

Then on the cylinder create a particle system.

Make the start and end frame 1 (so that all of particles are present on frame 1)

Use the cuboid object as the render object.

For rotation select the axis that makes sense depending on how your object is placed (in this case, the object X axis works for me), and set the random rotation to Zero.

Then give the render object some variation on size.

Optionally you can disable the emitter so that only the cuboids show on the render and not the original cylinder.

enter image description here

enter image description here

enter image description here

Giving the particles a bit of randomness might make them more interesting.

enter image description here

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  • $\begingroup$ your solution gives me a part fo my answer and the solution above yours gives me the rest, now I'm conflicted whom to attribute it to XD $\endgroup$ – Tejas Mar 19 '17 at 7:54
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You could achieve an approximate result through a Remesh modifier.

enter image description here

Add cylinder object, rotate and scale it to make it elongated and subdivide accordingly. Erase the end faces.

Cylinder

On top of it add a Subdivision Surface modifier set to Simple, then a Displace modifier.

Set the displace amount to a high value like 1 (depending on the size of your object) and add a new texture.

Switch texture type to Musgrave or similar and increase the size so the deformation forms big lumps (as opposed to small frequency noise).

Displace

Now add a Remesh modifier to the object set to Blocks. Adjust the Octree Depth to a high enough value to generate desired sized blocks.

You can now add another Subdivision Surface modifier set to Simple on top of it followed by another Displace with a new Musgrave texture.

Seth both the Displace Distance value and Texture Size to small values to generate small distortions. Adjust accordingly

enter image description here

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  • $\begingroup$ your solution gives me a part fo my answer and the solution under yours gives me the rest, now I'm conflicted whom to attribute it to XD $\endgroup$ – Tejas Mar 19 '17 at 7:54
  • $\begingroup$ Don't worry about it, if both answers helped you then just upvote them. Marking as accepted is optional $\endgroup$ – Duarte Farrajota Ramos Mar 19 '17 at 10:27
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Start with a circle, make faces. Extrude and then S to make the section closest to you wider.

Delete faces from both ends. Then add round loop cuts (Ctrl+R) to the inside of the object. Next, grab faces and extrude inward inside the object.

Start with the bigger pieces extruding a few faces at a time. Use R and S on the extruded faces to add complexity.

Add vertices and other loop cuts until you get the desired results. enter image description here

enter image description here

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    $\begingroup$ This answer would be a lot easier to follow if you added a few example screenshots $\endgroup$ – Duarte Farrajota Ramos Mar 18 '17 at 23:57
  • $\begingroup$ How do I upload images? $\endgroup$ – Jamie Vetter Mar 19 '17 at 0:10
  • $\begingroup$ While editing a question there is an insert image button at the toolbar. If you press it a dialog with builtin upload options will pop up. You may not have enough reputation to upload a lot of pictures. $\endgroup$ – Duarte Farrajota Ramos Mar 19 '17 at 0:14
  • $\begingroup$ Nice job, keep it up $\endgroup$ – Duarte Farrajota Ramos Mar 19 '17 at 0:33

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