1. Getting started:

First off, we start by creating something to spawn the assets on. You can use any assets you want, but for this I've opted for my Plastic Cliffs repository. The way I create my platform to spawn the assets on is with a line set to flat, and a radius of 64 at the start and 20 at the end, like so:

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Then I load in my Plastic Cliffs in the Axiom stamp tool, for now let's just use the PC_P_Flat assets, from 13-21 and 6 included. These I use due to their relative short height, making them prime assets for the creation of overhanging cliffs in my eyes. Copy my settings if you want.

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The reason I use the Deferred placement option in the stamp brush, is so that I have a second chance at finetuning the assets placements before pasting them in for good.

Then we get something like this:

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Next I'd like to add something to support it, so I'll use the stamp tool once more, only this time with the taller assets from my Plastic Cliffs repository. Here especially I'm a lot more deliberate in where I place the tall ones because while they're great for overall shape, the detail amount is a lot more concentrated in sparse spots.

So I'll use some of the shorter of the tall cliffs to detail the "bland" spots of the tall ones.

Rely on tall for overall silhouette. Rely on short for detail in silhouette.

This way, it makes for rather nice templates for coloring later on:

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Now comes time to smoothing. To begin with, I use the Axiom smooth tool. Primarily as a very large disk for smoothing the overall surface of the cliff, thus blending it together.

Now the reason I prefer a cylindrical brush-shape over a sphere brush-shape is because I want to limit the amount of blocks I'm affecting on the Y axis while still using a large brush size on the X and Z axis.

Primarily, I just want to blend the top of the slab together, so it looks more cohesive, while retaining the details of the sides and bottoms, that are such a great part of my assets.