Rock formation modelling problem

I’ve watched many tutorials about modelling rocks and stones, but none of them helped me so far.


The final render will be in a frontal view (that’s why I wanted to start modelling from cubes and not from planes):

I want to achieve a specific look of the stones, deeper bends and harder edges like you can see in this picture:


I was trying to sculpt them in Blender, but wasn’t happy with the result (plus I don’t have too much RAM on my laptop).
Any tips on modelling them with little or no sculpting?

This may give you some ideas. This modifier stack and material were not created by me, I found it in another thread which I can’t seem to find. If someone has the link to that thread and the name of the artist please post it, and I will update this post to give credit. I just really liked the look of this rock and kept the blend around making small changes to it.

Instead of multires sculpting it uses subsurf and a procedural displace modifier. The displace modifier gives mid level geometry on the silhouette, and material bump handles the very fine detail. In order to preserve the hard edges you add loop cuts around the edges you want to preserve. Changing the subsurf level and displace strengths/textures give various results. But here’s the low poly topology, shading, and a 1000 sample render.

Again, I will make another search for the artist who created the basic rock setup:
Blend on dropbox