As much as the above texture looked niced in GMAX, it didn't come close to looking good in-game. So I redid the texture, increasing the file size from 512 to 1024. Then I resized the texture on the object to tile x2. This gives a much better texture quality without the graininess. Of course after that there was too much noise to go with the other textures I am using, so I made a new texture based on many images I took while in SD this year. What I ended up with is much more like you can see on google maps/earth.
But then it was too soft looking, so I extruded a bunch of faces on the meshes, making them look more like the rocks in SD up near the spires area. Still needs a bit of noise added to make them not look like pudding blobs, but you can see where I'm going with it now. Here is a shot taken at 7AM in-game so you can see most of what is going on, both color and physical texture wise.
The next process will be to add that noise on the extruded faces, and then select those same faces in localized groups to apply the texture to each cracked section. Right now I'm just using a 1k block UVW map, which sometimes makes ugly texture seams as it rotates 90 degrees suddenly at a face which is more upward facing.