Made in Houdini. Takes a base shape input and voxelizes it, retopologize. Then it gets voronoi fractured and clusters to get different ID/colors. Angle-based engine generation and automatic bolt placements. Automatically uv-mapped and game-ready poly count.
Threw it in quickly in substance painter. The automatic ID map export and UV-mapping helped a lot
Same tool on a more low-poly abstract shaped base-mesh

Frog mesh provided by https://www.artstation.com/ludwaar
,dialed up clustering in the generator to get a more dense look. Added a quick hand/eye mask to avoid plates in those areas