As always, there are at least 2 ways to go about doing this. One way is modeling it polygon by polygon, but that’s kind of a stretch, so we will be using an easier way, in accordance with the tradition of this blog.
Start off with a sphere, and make it editable(of course after you have set the subdivision count). Create a new material, so we can start working with this.
For the color, you should ask yourself what does an asteroids color look like? I don’t really know, but I can imagine it depends on where it came from, but I use the standard mud/rock color mix.
In the color tab set the color to Noise, and choose which colors you see fit. A mix of 2 shades of brown might work, or you could add some black to it. Your choice. You might even want to choose different noise types. For experimentation purposes, I chose Zada:
Now take check the Displacement checkbox, and in the Displacement tab give him a Noise color again. Leave the colors black and white this time, and increase the Global Scale to 500%. Once you’ve done that, go back to the Displacement tab, and increase the height as you see fit.
Turn of the Specular checkbox, so you don’t have the shine. In the end, you might want to put it in a HyperNURBS object, but I only recommend this if you won’t be using too many of these in a scene.
The results vary depending on what colors, types of noise, and sphere size you use, but if you know exactly what you need, then you’ll probably find a way to make it. You are now one step closer, to making your own Asteroid field.