Nice thread we got there in 3D forums, that one about our workflows. Cool stuff but I remember one thing that bugs me all the time - organic levels. I really liked them few years ago, it was simple, a bit of hill here, a bi there, some rocks, done! Experience shown that it's not so simple. Imagine that you have to prototype the level with terrain tool, dummy box and that's it. Actually it sounds nice but my problem is the iterations at the end of the project. When everything is done but someone says "Dude, it looks wrong, change it". Now remove whole decoration, all terrain details and paintings, start something new and hear "Oh, sorry, it was cool actually, revert changes". Fuuuu******* Now. What's your workflow with organic levels based on terrain, trees, rocks etc. Any cool stories from production?
I guess my problem is the tools I'm using. UDK looks like pain in the ass with iterations and massive changes. CryENGINE look nice here, lots of terrain materials to use, easy sculpting but I don't remember having option to copy/paste selected parts of the terrain.