I would recommend using inverted detail mapping on those large rocks. The concept is simple, you unwrap your individual rocks uniquely and sculpt and bake the AO and Normals. This essentially becomes your detail map. Put your texture together using this. http://docs.cryengine.com/display/SDKDOC2/Unified+Detail+Mapping Now…
Almost finished some of the main textures, including a newer rock(hopefully it looks better?) The left sphere is the basic diffuse, normal(from ZBrush), spec, but the one beside it is using displacement, which I'll probably go with on the rocks. The mud is another ZBrush sculpt and the grass is a mix of photos,…