The tutorial was from a guy named Sasha Henrich http://saschahenrichs.blogspot.co.uk/ under the heading of Procedural rock creation.
I also found a few other similar tutorials on youtube doing this same work flow, so I will just do a quick test now to see how easy it is to do.
SO;

Create a box with a few segments,

Add a spherify modifier..

Add a turbosmooth modifier with a few iterations..

Next making a couple of displacement maps, the first using the 'cellular' built in texture, dragged to the material editor..

and doing a similar thing but with the built in 'noise' texture.

A couple of Noise modifiers to adjust how rough the surface is


Then a FFD 2x2x2 modifier to adjust the shape.

It really is that quick and easy to do and with this technique it would be quite easy to churn out a few rock models for my level. Now I do need reference for stone textures.. In a few days ill be going to Bradgate Park to get a few more snaps of these as well as more textures for my terrain so Ill leave it at this for the moment.
There will be a time where Ill use Mudbox which I have never used before to create seamless textures, I bought the education suite in the first year and its never been used. Having a quick look through Sasha's tutorial it seems fairly easy to use and im kicking myself for have never used it before.. Oh well!
Seems straight forward enough and I should be able to get some decent models produced - what I have done so far is pretty high poly stuff but then I would be making a lower poly mesh of my high poly and render-to-texture a few maps projecting onto the low poly. Im quite looking forward to this but without suitable textures it would be a bit pointless to continue until im at that stage.
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