You can use a sculpt or paint everything by hand, you can choose one way or the other depending if you need a normal map or not and depending on the time you have to create the asset I would say.
You Could bake a cavity/curvature map and AO out of a sculpt in ZBrush and composite them with a few noises or rock-like surfaces and get a pretty good result very quickly.
You may want still to manually paint over the result to get a more painterly look if you are aiming for the style pictured in the image you posted.
Hand paint, all the way. It seems like sculpting is just extra work if you want an end result that looked like you didn't sculpt it. But that's just my opinion, maybe a character with a lot of complex parts and materials could benefit from sculpting.
I tried this method and sculpted a bunch of tiles i created in maya then I used Xnormal to bake AO, cavity map and Normal maps and played around with the textures in photoshop.
Painted some extra highlight there are the results.
I don't think so if this is perfect but some tips will be Welcome!
Rendered in Marmoset Toolbag.
Replies
You Could bake a cavity/curvature map and AO out of a sculpt in ZBrush and composite them with a few noises or rock-like surfaces and get a pretty good result very quickly.
You may want still to manually paint over the result to get a more painterly look if you are aiming for the style pictured in the image you posted.
Painted some extra highlight there are the results.
I don't think so if this is perfect but some tips will be Welcome!
Rendered in Marmoset Toolbag.
http://wiki.polycount.net/TexturingTutorials#Painting_Stylistic_Textures
here's the link!
http://bitgem3d.com/post/33152272790/3d-hand-painting-workflow-01