This is the majority of rock assets made for the inside of the mountain. The initial brainstorming and blockout models were made by Paul Coda. We played around in the viewport and tailored the rocks with specific shapes that suited the needs of what we were trying to convey. As opposed to just sculpting random cool shapes. Once we were happy with the shapes, i sculpted the details of the rocks by hand. No photogrametry. And was also in charged of creating the Low poly, materials, textures and LODs of the rocks.
For the textures we used our layered material system heavily. Using a combination of different tilers and overlaying normal map baked traditionally. I sculpted all the details by hand, but i used substance designer to create macros to generate the diffuse, and curvature maps to use on our layered material editor.