Was in Substance texturing some rocks today. Getting together a style benchmark scene for the current project. Most of the look comes from procedurals and painterly masks fed into blurs. I did a little hand-painting for fixes and touchups.
I tried a new technique using world-space normals as a color mask to separate the different areas of the rocks. It was pretty fast and got me that clear planar distinction I was looking for. I've used this idea in the past on toon shaders. Also made a brushstroke-y normal map for a mottled effect depending on the light angle (not pictured here, screenshots are unlit).
